• Talking NPC Lipsync, and Emote Help
    3 replies, posted
Hi, so many of us are familiar with the Enhanced Meth Lab script.(if not, you can see it here: [url]https://youtu.be/MSpgDpzTpGs?t=334[/url]) When you use the Meth Buyer, it says something, ususally, "Get the hell out of here!" With lipsync. What I need is for someone to please point me in the right direction, so I can learn how to do this. I tried the Entity/EmitSound, but it didnt help. I have a Snpc all set up, I just need a way to make him talk when used. Please, and thank you!
It IS Entity:EmitSound, but the sound must be a .wav file if I remember correctly for it to work. Other limitations may also apply.
[QUOTE=Robotboy655;49566616]It IS Entity:EmitSound, but the sound must be a .wav file if I remember correctly for it to work. Other limitations may also apply.[/QUOTE] Okay, but how does [CODE]Entity( 1 ):EmitSound( "path/to/sound/wav", 75, 100, 1, CHAN_AUTO )[/CODE] tie in? What goes into [CODE]Entity( 1 )[/CODE] The ent name?
Entity( 1 ) is the reference ( a variable where the entity object is stored ) of the entity. If you are making an SNPC,then chances are all you need is [code]self:EmitSound(...)[/code] [b]as long as the code is inside ENT:* function[/b]
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