• Help with reload sounds
    6 replies, posted
[CODE] if (SERVER) then AddCSLuaFile("shared.lua") SWEP.HoldType = "ar2" end if (CLIENT) then SWEP.PrintName = "Barrett M82A1" SWEP.ViewModelFOV = 60 SWEP.Slot = 3 SWEP.SlotPos = 1 SWEP.IconLetter = "r" killicon.AddFont("weapon_awp", "CSKillIcons", SWEP.IconLetter, Color( 255, 0, 0, 255 ) ) end SWEP.Instructions = "Hold your use key and press secondary fire to change fire modes." SWEP.Author = "SKYTOP1234" SWEP.Contact = "xx.skytop.xx@gmail.com" SWEP.Base = "weapon_mad_base_sniper" SWEP.ViewModelFlip = true SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.Category = "SKYTOPs Snipers" SWEP.ViewModel = "models/weapons/v_snip_m82.mdl" SWEP.WorldModel = "models/weapons/w_snip_m82.mdl" SWEP.Primary.Sound = Sound("weapons/m82/m82.wav") SWEP.Primary.Reload = Sound("weapons/m82/reload.wav") SWEP.Primary.Damage = 95 SWEP.Primary.Recoil = 15 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.0012 SWEP.Primary.ClipSize = 10 SWEP.Primary.Delay = 0.68 SWEP.Primary.DefaultClip = 30 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "StriderMinigun" SWEP.IronSightZoom = 1.8 SWEP.ScopeZooms = {6} SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.ShellEffect = "effect_mad_shell_rifle" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.ShellDelay = 0.1 SWEP.IronSightsPos = Vector (0.9779, -29.4471, 0.0766) SWEP.IronSightsAng = Vector (-0.8411, 9.9905, 0) SWEP.ScopeZooms = {12} SWEP.BoltActionSniper = false /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/m82/m82.wav") util.PrecacheSound("weapons/m82/reload.wav") end [/CODE] I have the sounds set up in the correct position. The firing sounds work just fine put when I go to reload the weapon the sound doesn't play. What am I doing wrong. Note this is a mad cow base.
I'm bumping this because i have the same problem.:v:
Got it working myself. Put this somewhere in your code. [code][lua]function SWEP:Reload() if self:Ammo1() > 0 and self.Weapon:Clip1() < self.Primary.ClipSize then self.Weapon:DefaultReload(ACT_VM_RELOAD); self.Weapon:EmitSound("weapons/m82/reload.wav") end end[/lua][/code]
#meganecropost Well, I have the same problem, but in /m82/ I have sounds for boltup boltdown clipin and clipout. How would I get these to work?
[lua] timer.Simple(0.4, function() if not IsValid(self.Owner) or self.Owner:GetActiveWeapon() == self.Weapon then return false end self.Weapon:EmitSound(soundpathgoeshere) end) [/lua] fiddle around with the timer number and change soundpathgoeshere to the sound you want and put it once for each sound in your reload function
Didn't work. I get no reload sounds, and now the "Weapon_Pistol.Empty" doesn't play when I dry fire. And, no console errors, may I add. Edit: Reduced it to one timer, the sound still doesn't work, but the Weapon_Pistole.Empty plays when I dry fire now.
B'dump, need this soon.
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