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InsideQC Forums • View topic - dland2 and h2ojump

dland2 and h2ojump

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dland2 and h2ojump

Postby Nahuel » Sat Nov 12, 2011 7:46 pm

Hello forum! when any entity falls and touch the ground or water or the engine plays h2ojump.wav dland2.wav by default. What is the best method for the engine play different sounds depending on the entities? I can easily add any wav in these situations. But in the case of the monsters I think it's complicated. Do you know any good way to carry this work out? Thanks in advance :)
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Re: dland2 and h2ojump

Postby qbism » Sun Nov 13, 2011 6:30 am

dland.wav is coded into the engine. Without an engine mod, maybe save a silent wav to this and do the sound in qc instead.

h2ojump on the other hand is played in client.qc, so do some conditional checks on self.whatever
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Re: dland2 and h2ojump

Postby Nahuel » Sun Nov 13, 2011 9:15 pm

Much thanks for the answer, is what I thought! Precisely because dland2 not called anywhere in qc.
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Re: dland2 and h2ojump

Postby qbism » Sun Nov 13, 2011 9:23 pm

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