If i have a weapon, how do i make fire 2 different sounds at different times?
ex if i have an awp with 2 firing sounds, awp1 and awp2, how do I make it so it plays either one instead of the same firing sound?
Also, is this possible to do with reloading sounds?
Make a table and put a table.Random were the fire sound would be.
This
[lua]
local Shootsounds = {
"a sound",
"a sound here too",
"and another sound"
}
--then in the SWEP.PrimaryAttack function add this
local sound = math.random(1, table.getn(Shootsounds))
self.Owner:EmitSound(Shootsounds[sound])
[/lua]
Replace the strings in the "Shootsounds" table with your sounds's path
[QUOTE=Loures;22646794]This
[lua]
local Shootsounds = {
"a sound",
"a sound here too",
"and another sound"
}
--then in the SWEP.PrimaryAttack function add this
local sound = math.random(1, table.getn(Shootsounds))
self.Owner:EmitSound(Shootsounds[sound])
[/lua]
Replace the strings in the "Shootsounds" table with your sounds's path[/QUOTE]
can you show how a swep would look like with these scripts, because im not sure how it should look like
Meh, just put the
[lua]
local Shootsounds = {
"a sound",
"a sound here too",
"and another sound"
}
[/lua]
At the beginning of the Lua file
and put the rest in the SWEP.PrimaryAttack function
[QUOTE=Loures;22667452]Meh, just put the
[lua]
local Shootsounds = {
"a sound",
"a sound here too",
"and another sound"
}
[/lua]
At the beginning of the Lua file
and put the rest in the SWEP.PrimaryAttack function[/QUOTE]
so i replace the bold
local Shootsounds = {
"[B]a sound[/B]",
"[B]a sound here too[/B]",
"[B]and another sound[/B]"
}
with the sounds i want it to randomize, but what do i replace (again, in bold)
local Shootsounds = {
"a sound",
"a sound here too",
"and another sound"
}
--then in the SWEP.PrimaryAttack function add this
local sound = math.random(1, table.getn([B]Shootsounds[/B]))
self.Owner:EmitSound[B](Shootsounds[sound])[/B]
with? do i put the folder where the sounds are located?
Use table.Random(table).
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