• Where can I find NPC Init.lua values?
    4 replies, posted
Where can I find all the different values for npc sounds in the init.lua in a custom npc class? example: "ENT.attack1 = "mcleaners/cleaner_shooting_c.wav"" also how many of one can I have? I have 20 on one of them.
At least tell me how many of them I can have [lua]ENT.alert1 = "mcleaners/cleaner_alert_A.wav" ENT.alert2 = "mcleaners/cleaner_alert_B.wav" ENT.alert3 = "mcleaners/cleaner_alert_C.wav" ENT.alert3 = "mcleaners/cleaner_alert_D.wav" ENT.alert3 = "mcleaners/cleaner_alert_E.wav" ENT.alert3 = "mcleaners/cleaner_alert_F.wav" ENT.alert3 = "mcleaners/cleaner_alert_G.wav" ENT.alert3 = "mcleaners/cleaner_alert_H.wav" ENT.alert3 = "mcleaners/cleaner_alert_I.wav" ENT.alert3 = "mcleaners/cleaner_alert_J.wav" ENT.alert3 = "mcleaners/cleaner_alert_K.wav" ENT.idle1 = "mcleaners/cleaner_noise_D.wav" ENT.idle2 = "mcleaners/cleaner_noise_E.wav" ENT.idle3 = "mcleaners/cleaner_noise_F.wav" ENT.idle4 = "mcleaners/cleaner_noise_G.wav" ENT.idle5 = "mcleaners/cleaner_noise_H.wav" ENT.idle6 = "mcleaners/cleaner_noise_J.wav" ENT.idle7 = "mcleaners/cleaner_noise_I.wav" ENT.idle8 = "mcleaners/cleaner_noise_K.wav" ENT.idle9 = "mcleaners/cleaner_noise_L.wav" ENT.idle10 = "mcleaners/cleaner_noise_M.wav" ENT.idle11 = "mcleaners/cleaner_noise_N.wav" ENT.idle12 = "mcleaners/cleaner_noise_O.wav" ENT.idle13 = "mcleaners/cleaner_noise_P.wav" ENT.idle14 = "mcleaners/cleaner_noise_Q.wav" ENT.idle15 = "mcleaners/cleaner_noise_R.wav" ENT.idle16 = "mcleaners/cleaner_noise_S.wav" ENT.idle17 = "mcleaners/cleaner_noise_T.wav" ENT.idle18 = "mcleaners/cleaner_noise_U.wav" ENT.idle19 = "mcleaners/cleaner_noise_V.wav" ENT.idle20 = "mcleaners/cleaner_noise_W.wav" ENT.idle21 = "mcleaners/cleaner_noise_X.wav" ENT.attack1 = "mcleaners/cleaner_shooting_c.wav" ENT.attack2 = "mcleaners/cleaner_shooting_A.wav" ENT.attack3 = "mcleaners/cleaner_shooting_B.wav" ENT.attack4 = "mcleaners/cleaner_shooting_D.wav" ENT.attack5 = "mcleaners/cleaner_shooting_E.wav" ENT.attack6 = "mcleaners/cleaner_shooting_F.wav" ENT.attack7 = "mcleaners/cleaner_shooting_G.wav" ENT.attack8 = "mcleaners/cleaner_shooting_H.wav" ENT.attack9 = "mcleaners/cleaner_shooting_I.wav" ENT.attack10 = "mcleaners/cleaner_shooting_J.wav" ENT.attack11 = "mcleaners/cleaner_shooting_K.wav" ENT.attack12 = "mcleaners/cleaner_shooting_L.wav" ENT.attack13 = "mcleaners/cleaner_shooting_M.wav" ENT.die1 = "mcleaners/cleaner_randomdeath_A.wav" ENT.die2 = "mcleaners/cleaner_randomdeath_B.wav" ENT.die3 = "mcleaners/cleaner_randomdeath_C.wav" ENT.die4 = "mcleaners/cleaner_randomdeath_D.wav" ENT.die5 = "mcleaners/cleaner_randomdeath_E.wav" ENT.die6 = "mcleaners/cleaner_randomdeath_F.wav" ENT.die7 = "mcleaners/cleaner_randomdeath_G.wav" ENT.die8 = "mcleaners/cleaner_randomdeath_H.wav" ENT.die9 = "mcleaners/cleaner_randomdeath_I.wav" ENT.die10 = "mcleaners/cleaner_randomdeath_J.wav" ENT.die11 = "mcleaners/cleaner_randomdeath_K.wav"[/lua]
[lua] function ENT:GetSounds(type) local sounds = {} local id = 1 while self[type..id] do table.insert(sounds,self[type..id]) end return sounds end [/lua] Pass the prefix as argument (ie "die"/"attack"/"idle"/"alert")
What do I change in the code? Currently the Npc's play like the first few sounds on the list. also are there ENT.[][][]'s for burning hurt burning death falling death (likely not) squad idle squad found grenade found squad grenade found throwing grenade thing to say when target is hidden thanks
Ehm, those are all just variables. Your NPC won't magically play those sounds when hurt/killed/whatever, you have to do that yourself.
Sorry, you need to Log In to post a reply to this thread.