SMOD v.2 (Half-Life 2)
> SMOD 39
Weighs 20.5 mb, download version 39
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Previous version of the theme:
http://forums.playground.ru/half-life_2/97360/
How to increase weapon swing in realism mode? And is it possible, for example, to slow down the blow of a mount?
http://pix.playground.ru/563966/13242/393551/
How to reduce the strength of the effects, but not remove them?
I learned how to use player models from the OBSIDIAN CONFLICT network mod on their forum you can download a lot http://www.obsidianconflict.net/forums/viewforum.php?f=9&sid=af45128d1942c08ee972cb20cd8dd3cb
http://pix.playground.ru/1041520/34316/ 410130 /
Does anyone know how to make a full-fledged weapon that shoots energy spheres through a custom veapon?
This is a service for shortening links (redirect), the PG bans it, but this one skips - http://blinq.org/
Where are the sounds of the a35 (grenade launcher) from redux8? I didn't find sounds in wepons.
Where are the sounds of the a35 (grenade launcher) from redux8? I didn't find sounds in wepons.
see scripts weapon_cus.tom20
see scripts weapon_cus.tom20
It is incomprehensibly written there. And there is a folder in wepons sounds, but there is no explosion sound among the sounds. Is explode used there? If so, which one? (explode3, explode4, explode5)
As far as I remember, these are either green elite harvesters who can jump, or invisible elites.
Have already found. At least I would have warned that this is SMOD Redux ... I decompiled the model, but there was no information about sounds in qc. Perhaps he uses the same sounds as regular elites, at least in the redux folders there are no separate directories for this npc.
Hmm, it means that only in Redux they were given a separate model ... In general, Nikhilant will have to listen to all the sounds in his daddy sound in order to determine the right one, if these NPCs use some of their own special sounds ...
Where do the sounds from the NPC come from in the model? sounds in scripts / game_sounds_ * npc_name_here * .txt should be, if they do on the chl2 principle. And in the code, they are already attached through the script names, which are specified in the .txt along with the paths. Let's say in chl2 in the code of the mortar EmitSound ("Npc.Mortarsynth_SingleFire"), and in scripts / game_sounds_npc_mortarsynth.txt something like
"Npc.Mortarsynth_SingleFire"
{
"channel" CHAN_STATIC "
/"
}
So try to look for sounds in this way.
sounds in scripts / game_sounds_ * npc_name_here * .txt
I looked, there is no such thing.
Oops, got it wrong with the models, it is in HL1 that the sound files are indicated directly.
I looked, there is no such thing.
Well, it means that the curved modelers make their curved mode according to their curved schemes. Let them burn in flames.
And what is the thread with the maxims? there seems to be a command for them, and in the sentences.txt file itself, sounds are also indicated.