Here is my code:
[LUA] if SERVER then
AddCSLuaFile( "shared.lua" )
AddCSLuaFile( "RazorShared.lua" )
end
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "HK G36C"
SWEP.Slot = 2
SWEP.Icon = "vgui/ttt/icon_Famas"
end
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = Weapon_G36C
SWEP.Primary.Damage = 25
SWEP.Primary.Delay = 0.10
SWEP.Primary.Cone = 0.05
SWEP.Primary.ClipSize = 30
SWEP.Primary.ClipMax = 217
SWEP.Primary.DefaultClip = 30
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.Recoil = 0.15
SWEP.Primary.Sound = Sound( "RazorSWEP/G36C/G36C-1.wav" )
function SWEP:Deploy()
self:EmitSound("weapos_aug.deploy")
return self.BaseClass.Deploy(self)
end
function SWEP:Reload()
self:EmitSound("weapos_aug.magout")
return self.BaseClass.Reload(self)
end
function SWEP:
SWEP.AllowDrop = true
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = "item_ammo_smg1_ttt"
SWEP.UseHands = true
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 70
SWEP.ViewModel = "models/RazorSWEP/v_G36C.mdl"
SWEP.WorldModel = "models/RazorSWEP/w_G36C.mdl"
SWEP.IronSightsPos = Vector(-2.669, -5.1, -1.28)
SWEP.IronSightsAng = Vector(-0.301, -2.11, 0)
SWEP.DeploySpeed = 2
function SWEP:GetHeadshotMultiplier(victim, dmginfo)
local att = dmginfo:GetAttacker()
if not IsValid(att) then return 2 end
local dist = victim:GetPos():Distance(att:GetPos())
local d = math.max(0, dist - 150)
-- decay from 3.2 to 1.7
return 1.7 + math.max(0, (1.5 - 0.002 * (d ^ 1.25)))
end
--Crotch Gun Fix
SWEP.Offset = {
Pos = {
Up = 0,
Right = 1,
Forward = -3,
},
Ang = {
Up = 0,
Right = 0,
Forward = 0,
}
}
function SWEP:DrawWorldModel( )
local hand, offset, rotate
if not IsValid( self.Owner ) then
self:DrawModel( )
return
end
if not self.Hand then
self.Hand = self.Owner:LookupAttachment( "anim_attachment_rh" )
end
hand = self.Owner:GetAttachment( self.Hand )
if not hand then
self:DrawModel( )
return
end
offset = hand.Ang:Right( ) * self.Offset.Pos.Right + hand.Ang:Forward( ) * self.Offset.Pos.Forward + hand.Ang:Up( ) * self.Offset.Pos.Up
hand.Ang:RotateAroundAxis( hand.Ang:Right( ), self.Offset.Ang.Right )
hand.Ang:RotateAroundAxis( hand.Ang:Forward( ), self.Offset.Ang.Forward )
hand.Ang:RotateAroundAxis( hand.Ang:Up( ), self.Offset.Ang.Up )
self:SetRenderOrigin( hand.Pos + offset )
self:SetRenderAngles( hand.Ang )
self:DrawModel( )
end
[/LUA]
I am new to coding and I can not seem to get the reloading sound working. I am sorry if this question has been asked multiple times, its just that Gmod is pretty difficult to code with CSS weapons.
I'd recommend getting to know how soundscripts work, makes life a whole lot easier
[QUOTE=Chimpanzee;45832050]I'd recommend getting to know how soundscripts work, makes life a whole lot easier[/QUOTE]
Could you please tell how? I really want to know this is too frustrating.
[editline]29th August 2014[/editline]
This is what I have a lua file in lua/autorun:
[LUA]
//870MCS
sound.Add({
name = "Weapos_M3.Pump",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/870/870_pump.wav"
})
sound.Add({
name = "Weapos_M3.Insertshell",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/870/870_insertshell.wav"
})
//INTERVENTION
sound.Add({
name = "Weapon_INT.Clipin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Clipin.wav"
})
sound.Add({
name = "Weapon_INT.Clipout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Clipout.wav"
})
sound.Add({
name = "Weapon_INT.bolt",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Bolt.wav"
})
sound.Add({
name = "Weapon_INT.Draw",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Draw.wav"
})
//KAR98K
sound.Add({
name = "Weapon_KAR.clipout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/KAR98K/KARClipout.wav"
})
sound.Add({
name = "Weapon_KAR.bolt",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/KAR98K/KARBolt.wav"
})
sound.Add({
name = "Weapon_KAR.draw",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/KAR98K/KARDeploy.wav"
})
sound.Add({
name = "Weapon_KAR.Clipin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/KAR98K/KARClipin.wav"
})
//KSG-12
sound.Add({
name = "ksg12.Pump",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump.wav"
})
sound.Add({
name = "ksg12.Insertshell",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_ksg12/mw3_ksg12_insertshell.wav"
})
sound.Add({
name = "ksg12.Pump2",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump2.wav"
})
sound.Add({
name = "MW3.Deploy",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Draw.wav"
})
//PKP Pecheneg
sound.Add({
name = "MW3_PKP_Pecheneg.Coverup",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_coverup.wav"
})
sound.Add({
name = "MW3_PKP_Pecheneg.Chainout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_chainout.wav"
})
sound.Add({
name = "W3_PKP_Pecheneg.Boxout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boxout.wav"
})
sound.Add({
name = "MW3_PKP_Pecheneg.Boxin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boxin.wav"
})
sound.Add({
name = "MW3_PKP_Pecheneg.Chainin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_chainin.wav"
})
sound.Add({
name = "MW3_PKP_Pecheneg.Coverdown",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_coverdown.wav"
})
sound.Add({
name = "MW3_PKP_Pecheneg.Boltpull",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boltpull.wav"
})
sound.Add({
name = "MW3.Deploy",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Intervention/Draw.wav"
})
//Spas12
sound.Add({
name = "Weapon_12.Pump",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Spas12/spas_pump.wav"
})
sound.Add({
name = "Weapon_12.Insertshell",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/Spas12/spas_insertshell.wav"
})
//SCAR-H
sound.Add({
name = "Weapon_SCAR.Clipout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/scar-h/SCAR_clipout.wav"
})
sound.Add({
name = "Weapon_SCAR.Clipin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/scar-h/SCAR_clipin.wav"
})
sound.Add({
name = "Weapon_SCAR.ClothMovement1",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/scar-h/SCAR_ClothMovement1.wav"
})
sound.Add({
name = "Weapon_SCAR.BoltTap",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/scar-h/SCAR_BoltTap.wav"
})
sound.Add({
name = "Weapon_SCAR.BoltRelease",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/scar-h/SCAR_BoltRelease.wav"
})
//G36C
sound.Add({
name = "weapos_aug.deploy",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/draw.wav"
})
sound.Add({
name = "weapos_aug.handle",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/handle.wav"
})
sound.Add({
name = "weapos_aug.cloth",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/cloth.wav"
})
sound.Add({
name = "weapos_aug.cloth2",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/cloth2.wav"
})
sound.Add({
name = "weapos_aug.magout",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/magout.wav"
})
sound.Add({
name = "weapos_aug.magin",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/magin.wav"
})
sound.Add({
name = "weapos_aug.boltpull",
channel = CHAN_ITEM,
volume = 1.0,
sound = "RazorSWEP/G36C/boltpull.wav"
})
[/LUA]
I have hexed all the .mdl files to the exact name of the sound but that did not work.
Sound scripts aren't written like that anymore. You can't just take the script txt file and put that into a lua file.
Instead you should do this:
Create a lua file and name it whatever you like.
Put this code into the lua file.
[CODE]local ReloadSound = {}
//KSG-12
ReloadSound["ksg12.Pump"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump.wav"
ReloadSound["ksg12.Insertshell"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_insertshell.wav"[/CODE]
At the very top of the script, you should have the line "local ReloadSound", but substitute "ReloadSound" with the name of the actual lua file. You only need to have "Local ReloadSound" written once at the very top. I keep it "ReloadSound" so I know what the file does.
Then just follow what I did up there for each sound. You can also do this for firing sounds.
Oh, ok I'll try that and see what happens.
[editline]29th August 2014[/editline]
[QUOTE=huntingrifle;45832411]Sound scripts aren't written like that anymore. You can't just take the script txt file and put that into a lua file.
Instead you should do this:
Create a lua file and name it whatever you like.
Put this code into the lua file.
[CODE]local ReloadSound = {}
//KSG-12
ReloadSound["ksg12.Pump"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump.wav"
ReloadSound["ksg12.Insertshell"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_insertshell.wav"[/CODE]
At the very top of the script, you should have the line "local ReloadSound", but substitute "ReloadSound" with the name of the actual lua file. You only need to have "Local ReloadSound" written once at the very top. I keep it "ReloadSound" so I know what the file does.
Then just follow what I did up there for each sound. You can also do this for firing sounds.[/QUOTE]
Did you mean if I did this for example:
[LUA]
local RazorSound = {}
[/LUA]
then all the lines have to be like this?
[LUA]
//KSG-12
RazorSound["ksg12.Pump"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump.wav"
RazorSound["ksg12.Insertshell"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_insertshell.wav"
[/LUA]
Also do I just drop this into lua/autorun for the server?
I tried what you told me but it just does not seem to work. I made the lua file and dumped it into lua/autorun, and it still didn't play any reloading sounds.
Try adding this to the bottom of your script and see if it works.
[code]local tbl = {channel = CHAN_STATIC,
volume = 1,
soundlevel = 70,
pitchstart = 100,
pitchend = 100}
for k, v in pairs(RazorSound) do
tbl.name = k
tbl.sound = v
sound.Add(tbl)
end
local snd.Add = sound.Add
tbl = {channel = CHAN_STATIC,
volume = 1,
soundlevel = 70,
pitchstart = 100,
pitchend = 100}
function AddReloadSound(event, sound)
tbl.name = event
tbl.sound = sound
snd.Add(tbl)
end[/code]
Credit for this piece of code goes to LEETNOOB, which came from his Customizable Weaponry pack.
EDIT: You can put this in either the lua/autorun/client(so only the player who is reloading will hear the sounds) or just the lua/autorun/ (which means everyone on the server will hear it, including the player reloading. The sound should get quieter the further away someone is from the person who is reloading).
Still have nothing, is it my gun codes?
Heres the weapon lua:
[LUA]
AddCSLuaFile()
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "CheyTec Intervention"
SWEP.Slot = 2
SWEP.Icon = "vgui/ttt/icon_scout"
end
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = Sniper_Intervention
SWEP.Primary.Delay = 1
SWEP.Primary.Recoil = 7
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "357"
SWEP.Primary.Damage = 70
SWEP.Primary.Cone = 0.005
SWEP.Primary.ClipSize = 5
SWEP.Primary.ClipMax = 40
SWEP.Primary.DefaultClip = 5
SWEP.HeadshotMultiplier = 1.5
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = "item_ammo_357_ttt"
SWEP.UseHands = true
SWEP.ViewModelFlip = true
SWEP.ViewModelFOV = 70
SWEP.ViewModel = Model("models/RazorSWEP/v_INTERVENTION.mdl")
SWEP.WorldModel = Model("models/RazorSWEP/w_INTERVENTION.mdl")
SWEP.Primary.Sound = Sound("RazorSWEP/Intervention/Fire.wav")
SWEP.DeploySpeed = 2
function SWEP:Deploy()
self:EmitSound("RazorSWEP/Intervention/Deploy.wav")
return self.BaseClass.Deploy(self)
end
SWEP.Secondary.Sound = Sound("Default.Zoom")
SWEP.IronSightsPos = Vector(-11.961, -20, 1.679)
SWEP.IronSightsAng = Vector(0, 0, 0)
function SWEP:SetZoom(state)
if CLIENT then
return
elseif IsValid(self.Owner) and self.Owner:IsPlayer() then
if state then
self.Owner:SetFOV(20, 0.3)
else
self.Owner:SetFOV(0, 0.2)
end
end
end
-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self:GetNextSecondaryFire() > CurTime() then return end
local bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
if SERVER then
self:SetZoom(bIronsights)
else
self:EmitSound(self.Secondary.Sound)
end
self:SetNextSecondaryFire( CurTime() + 0.3)
end
function SWEP:PreDrop()
self:SetZoom(false)
self:SetIronsights(false)
return self.BaseClass.PreDrop(self)
end
local Time = CurTime()
function SWEP:Reload()
if ( self:Clip1() == self.Primary.ClipSize or self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then return end
self:DefaultReload( ACT_VM_RELOAD )
self:SetIronsights( false )
self:SetZoom( false )
end
function SWEP:Holster()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
if CLIENT then
local scope = surface.GetTextureID("sprites/scope")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local x = ScrW() / 2.0
local y = ScrH() / 2.0
local scope_size = ScrH()
-- crosshair
local gap = 80
local length = scope_size
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
gap = 0
length = 50
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
-- cover edges
local sh = scope_size / 2
local w = (x - sh) + 2
surface.DrawRect(0, 0, w, scope_size)
surface.DrawRect(x + sh - 2, 0, w, scope_size)
surface.SetDrawColor(255, 0, 0, 255)
surface.DrawLine(x, y, x + 1, y + 1)
-- scope
surface.SetTexture(scope)
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)
else
return self.BaseClass.DrawHUD(self)
end
end
function SWEP:AdjustMouseSensitivity()
return (self:GetIronsights() and 0.2) or nil
end
end
[/LUA]
This is the sound lua you told me to make, I put it into lua/autorun:
[LUA]
local RazorSound = {}
//870
RazorSound["Weapos_M3.Pump"] = "RazorSWEP/870/870_pump.wav"
RazorSound["Weapos_M3.Insertshell"] = "RazorSWEP/870/870_insertshell.wav"
//INTERVENTION
RazorSound["Weapon_INT.Clipin"] = "RazorSWEP/Intervention/Clipin.wav"
RazorSound["Weapon_INT.Clipout"] = "RazorSWEP/Intervention/Clipout.wav"
RazorSound["Weapon_INT.bolt"] = "RazorSWEP/Intervention/Bolt.wav"
RazorSound["Weapon_INT.Draw"] = "RazorSWEP/Intervention/Draw.wav"
//KAR98K
RazorSound["Weapon_KAR.Clipout"] = "RazorSWEP/KAR98K/KARClipout.wav"
RazorSound["Weapon_KAR.bolt"] = "RazorSWEP/KAR98K/KARBolt.wav"
RazorSound["Weapon_KAR.draw"] = "RazorSWEP/KAR98K/KARDeploy.wav"
RazorSound["Weapon_KAR.Clipin"] = "RazorSWEP/KAR98K/KARClipin.wav"
//KSG-12
RazorSound["ksg12.Pump"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump.wav"
RazorSound["ksg12.Insertshell"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_insertshell.wav"
RazorSound["ksg12.Pump2"] = "RazorSWEP/mw3_ksg12/mw3_ksg12_pump2.wav"
RazorSound["ksg12.Deploy"] = "RazorSWEP/Intervention/Draw.wav"
//PKP Pecheneg
RazorSound["MW3_PKP_Pecheneg.Coverup"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_coverup.wav"
RazorSound["MW3_PKP_Pecheneg.Chainout"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_chainout.wav"
RazorSound["MW3_PKP_Pecheneg.Boxout"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boxout.wav"
RazorSound["MW3_PKP_Pecheneg.Boxin"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boxin.wav"
RazorSound["MW3_PKP_Pecheneg.Chainin"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_chainin.wav"
RazorSound["MW3_PKP_Pecheneg.Coverdown"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_coverdown.wav"
RazorSound["MW3_PKP_Pecheneg.Boltpull"] = "RazorSWEP/mw3_pkp_pecheneg/mw3_pkp_pecheneg_boltpull.wav"
RazorSound["MW3_PKP_Pecheneg.Deploy"] = "RazorSWEP/Intervention/Draw.wav"
//Spas12
RazorSound["Weapon_12.Pump"] = "RazorSWEP/Spas12/spas_pump.wav"
RazorSound["Weapon_12.Insertshell"] = "RazorSWEP/Spas12/spas_insertshell.wav"
//Scar-H
RazorSound["Weapon_Scar.Clipout"] = "RazorSWEP/scar-h/SCAR_clipout.wav"
RazorSound["Weapon_Scar.Clipin"] = "RazorSWEP/scar-h/SCAR_clipin.wav"
RazorSound["Weapon_Scar.ClothMovement1"] = "RazorSWEP/scar-h/SCAR_ClothMovement1.wav"
RazorSound["Weapon_Scar.BoltTap"] = "RazorSWEP/scar-h/SCAR_BoltTap.wav"
RazorSound["Weapon_Scar.BoltRelease"] = "RazorSWEP/scar-h/SCAR_BoltRelease.wav"
//G36C
RazorSound["Weapos_aug.deploy"] = "RazorSWEP/G36C/draw.wav"
RazorSound["Weapos_aug.handle"] = "RazorSWEP/G36C/handle.wav"
RazorSound["Weapos_aug.cloth"] = "RazorSWEP/G36C/cloth.wav"
RazorSound["Weapos_aug.cloth2"] = "RazorSWEP/G36C/cloth2.wav"
RazorSound["Weapos_aug.magout"] = "RazorSWEP/G36C/magout.wav"
RazorSound["Weapos_aug.magin"] = "RazorSWEP/G36C/magin.wav"
RazorSound["Weapos_aug.boltpull"] = "RazorSWEP/G36C/boltpull.wav"
local tbl = {channel = CHAN_STATIC,
volume = 1,
soundlevel = 70,
pitchstart = 100,
pitchend = 100}
for k, v in pairs(RazorSound) do
tbl.name = k
tbl.sound = v
sound.Add(tbl)
end
local snd.Add = sound.Add
tbl = {channel = CHAN_STATIC,
volume = 1,
soundlevel = 70,
pitchstart = 100,
pitchend = 100}
function AddReloadSound(event, sound)
tbl.name = event
tbl.sound = sound
snd.Add(tbl)
end
[/LUA]
My Sound files are kept in Sound/RazorSWEP/Intervention/
My Model files are kept in Models/RazorSWEP/
Does your firing sound work? Because it seems you didn't reference it the same way you're trying to reference the reload sounds.
What I mean is, you have "Weapon_INT.Clipin" for the clip in sound/event, but you didn't do that for the firing sound.
[code]SWEP.Primary.Sound = Sound("Name")[/code] Where instead of "Name" you should put the hexed "Weapon_Int.Single" or whatever the firing event was.
Normally when you do this, it references what reload sounds it uses as well.
Also, you can change the Deploy sound to [code]self:EmitSound("Weapon_INT.Draw")[/code]
See if that works.
Nope that didn't work either.
The sound should use CHAN_WEAPON
[QUOTE=Acecool;45840323]The sound should use CHAN_WEAPON[/QUOTE]
It didn't do anything different to any of the weapons. :I
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