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Help Locating Attached Sound to Model?
Help identifying which sound files are being activated during the event of using the crate in Source Forts mod.
Posted 3 months ago, last post 3 months ago by nintentofu
:
Banana Mod Bot
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Hi, I am working on a Ammo Crate replacement model for Source Forts, which is a HL2:DM mod.

Also, I'm hoping to change the two sounds that currently play when the Ammo Crate opens, and the sound for when it closes as well.

Being that it is a HL2:DM mod, many of the sounds for the game I assume are the actual default HL2 sounds, because I cannot locate a local sound file within the mods Sound folder.

I decompiled the crate file, and here is the .qc


$modelname "crate\crate.mdl"
$model "Body" "crate_ref.smd"
$cdmaterials "crate\"
$texturegroup skinfamilies
{
{"crate_tex_final_none.vmt"
"crate_tex_internal.vmt"
}
{"crate_tex_final_blue.vmt"
"crate_tex_internal.vmt"
}
{"crate_tex_final_red.vmt"
"crate_tex_internal.vmt"
}
}
$hboxset "default"
// Model uses material "crate_tex_final_none.vmt"
// Model uses material "crate_tex_internal.vmt"
// Model uses material "crate_tex_final_blue.vmt"
// Model uses material "crate_tex_final_red.vmt"
$surfaceprop "metal"
$illumposition 0.000 0.316 0.922
$sequence idle "idle" loop fps 15.00
$sequence Open "Open" fps 15.00 {
{ event AE_AMMOCRATE_PICKUP_AMMO 10 }
}

$sequence Close "Close" fps 15.00
$collisionmodel "phymodel.smd" {

$concave
$mass 600.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

I didn't know if where the $sequence Open "Open" fps 15.00 { { event AE_AMMOCRATE_PICKUP_AMMO 10
was somehow the event that triggers the sound?

I tried searching for the triggered sound within the .FGD file for the entity itself, but can't seem to locate anything useful at all. besides

@PointClass base(Targetname, Angles) studio("models/crate/crate.mdl") = item_ammo_crate : "Ammo Crate"
[
skin(choices) : "Team" : 1 =
[
1 : "Both"
2 : "Blue"
3 : "Red"
]
ammotype(choices) : "Custom Ammo Crate" : 1 =
[
1 : "yes"
]
// Inputs
input Kill(void) : "Remove the ammo crate"
output OnUsed(void) : "Fires when +used by the player."

I'm hoping someone knows if, or how you can locate what entities create what sounds for the HL2 mod. So I can replace the two sounds for the Crate Open, and Crate Close.

Thank you, Any help would be greatly appreciated. : )
Banana Mod Bot
JakeyB .
| Y2M
Posted 3 months ago
Doesn't seem like it's set in the QC. The Ammo crate pickup ammo event is just to tell the game to add ammo once this animation happens (at frame 10 I believe)

The sounds are probably in the code. You can change them by changing the main game sounds txt in root/scripts/

If you want to add sound to a sequence add
$sequence "Monkey" "Monkey" fps 15.00 {
{ event 5004 10 "Weapon_SMG.ClipIn" }
}

The '10' is the frame you want the sound to play on
The 'Weapon_smg.clipin' is the sound file defined by game sounds weapons (From tf2, used it on my nailgun :p)

Hope that helps a bit x.x
:
Banana Mod Bot | Y2M
Posted 3 months ago
Posted by JakeyB

Doesn't seem like it's set in the QC. The Ammo crate pickup ammo event is just to tell the game to add ammo once this animation happens (at frame 10 I believe)

The sounds are probably in the code. You can change them by changing the main game sounds txt in root/scripts/

If you want to add sound to a sequence add
$sequence "Monkey" "Monkey" fps 15.00 {
{ event 5004 10 "Weapon_SMG.ClipIn" }
}

The '10' is the frame you want the sound to play on
The 'Weapon_smg.clipin' is the sound file defined by game sounds weapons (From tf2, used it on my nailgun :p)

Hope that helps a bit x.x

Seems like it would insanely help, although would this mean I would have to distribute a new scripts file with the submission? Also, what is the event 5004 mean in the coding? Would that code just play one sound?

Let's say I wanted to make a new custom sound, would I be able to include that as well, or can I only use sounds that are already predefined within the mods game scripts, and sound scripts?
Banana Mod Bot
JakeyB .
| Y2M
Posted 3 months ago
You would have to include a modified game sounds script.

This article should help you on future event mods
http://developer.valvesoftware.com/wiki/Animation_Events
But yeah, it plays a sound you can have multiple events like that.
.
JOIN IN MY CLAN WE KILL ZOMBIES | Y2M
Posted 3 months ago
I'm pretty sure the surface prop defines which sound plays along with other things.
JakeyB .
| Y2M
Posted 3 months ago
Surface prop is just for what material is object made of, the only sounds it creates is the impact sounds.
:
Banana Mod Bot | Y2M
Posted 3 months ago
I located the sound file, want to say though that I really appreciate both of your assistance. : )
Banana Mod Bot
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