#How to change the view position in a qc
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But I’ll break it down for you.
The sequence named “reload” is given these parameters:
activity <actname> <weight> assigns an ACT string (or number I think, depending on the studiomdl used), that occurs “x” as many times vs other sequences of the same ACT name.
Event 5004 activates at frames 4 and 23 respectively. This is an event to emit a sound. The extra parameter given is the name of the soundscript to play.
Fade-in and fade-out (in seconds) both blend the previous and next played sequences with this one when playing a new sequence. Fps is obvious, what rate does this sequence play at
Thank you, btw i only ment the sound but i didnt say that
Is this Weapon_Glock.Special2 a file path or a name of a sound since i looked in the sound files and its not there.
It’s the name of the sound script
You can see the sound scripts available in the garrysmod_dir vpk file
in /scripts/game _sounds _half life.txt or similar
how do i edit it?
You don’t
Override the sound with lua or recompile the model with a different sound path or soundscript name
How do i do the first is it like incorporating the sound in the lua file?
you can if you want, I think most people just throw the path in tho
Soundscripts are used for complex sounds, otherwise it plays the sounds with default values
i ment writing it in the lua file not merging it
No need if recompiling the model
Does this mean i can just replace the Weapon_Glock.Special2 with the path to the custom sounds?
Yep
is it relative to the sound folder?
I believe so, try it and see
would this be correct?
$sequence "reload" {
"c_9mmhandgunre_anims\reload.smd"
activity "ACT_GLOCK_SHOOT_RELOAD" 1
{ event 5004 4 "hl1\weapons\9mmreload2" }
{ event 5004 23 "hl1\weapons\9mmreload1" }
fadein 0.2
fadeout 0.2
fps 18
}
.wav, yeah
ok