• How to add reload sounds to YOUR swep
    7 replies, posted
You will need audacity. 1. Under the SWEP:Reload () function, create a condition that says, If the current weapon clipsize is less than the maximum size, then return and end. 2. Then, set the reload animation using self.weapon:DefaultReload (put anim here) 3. For the sound, use self:EmitSound () 4. You have to make an audio file with all the reload sounds in it and timed pretty well, and that will be the target file for the above step. This is my swep that shows how it works: [url]http://www.garrysmod.org/downloads/?a=view&id=95485[/url] [editline]09:10AM[/editline] Notice that I didn't post the code. You'll have to figure out yourself.
I'm not sure what this has to do in the RELEASE section, and I also think that most people have the brains to spend 2 minutes on the Garry's Mod wiki.
[QUOTE=mastersrp;21668007]I'm not sure what this has to do in the RELEASE section, and I also think that most people have the brains to spend 2 minutes on the Garry's Mod wiki.[/QUOTE] Think again.
[QUOTE=mastersrp;21668007]I'm not sure what this has to do in the RELEASE section, and I also think that most people have the brains to spend 2 minutes on the Garry's Mod wiki.[/QUOTE] Im sure kermite does.
I've seen a different way
[QUOTE=Dr Pepper;21671719]I've seen a different way[/QUOTE] With Curtime, you dont have to do audio editing, but I think it's harder to get it precise.
Wouldn't a weapon script do this?
[QUOTE=Flubadoo;21672157]With Curtime, you dont have to do audio editing, but I think it's harder to get it precise.[/QUOTE] I take the time and edit the audio, I like doing it for some reason
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