Garry's Mod

Garry's Mod

nZombies - A Nazi Zombies Gamemode [Content Pack]
EonAce Aug 15, 2018 @ 7:45pm
Changing the Pack-a-Punch firing sound
I tried to create an addon that would change the Pack-a-Punch firing sound to the classic one from WaW to Bo2, and when I place it in my addons folder, it works, but when I turn it into a gma and upload it to the workshop, then subscribe to it, it no longer overwrites the default sound. Is there any way I could make it overwrite the default sound? If not, do you want the sound sample of the PaP firing sound I have so you can update it? The current one is honestly pretty grating.
Last edited by EonAce; Aug 15, 2018 @ 7:47pm
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Zet0r  [developer] Aug 16, 2018 @ 11:00am 
Feel free to send me it, but right now my work is on nZombies Unlimited, and I will likely not go back to nZombies, as Unlimited will eventually replace it

Edit: The reason it works in addons but might not in .gma could be because of load order, whether your sound overwrites mine or mine overwrites yours.
Last edited by Zet0r; Aug 16, 2018 @ 11:00am
EonAce Aug 16, 2018 @ 2:28pm 
Originally posted by Zet0r:
Feel free to send me it, but right now my work is on nZombies Unlimited, and I will likely not go back to nZombies, as Unlimited will eventually replace it

Edit: The reason it works in addons but might not in .gma could be because of load order, whether your sound overwrites mine or mine overwrites yours.

Ah, okay. Here's a dropbox link to the sound.

https://www.dropbox.com/sh/409wow36im4a9gz/AADan4V-N0LvF8SD6gnEtzy5a?dl=0

It should already be in the correct folders and with the correct filenames if you decide to replace the originals. On a side note, will Unlimited be able to load configs from the current nZombies?
Zet0r  [developer] Aug 16, 2018 @ 3:20pm 
Originally posted by Ace:
On a side note, will Unlimited be able to load configs from the current nZombies?
Unlimited will use completely different save file format and config structure (more than 1 file, it's a group of files in a folder), so it won't be able to load it by itself. However it should be very easy to make a tool that, in creative, loads an old config and spawns all the appropriate entities so you can then re-save them into a new config. I have plans on making that.
Last edited by Zet0r; Aug 16, 2018 @ 3:21pm
EonAce Aug 17, 2018 @ 3:10pm 
Originally posted by Zet0r:
However it should be very easy to make a tool that, in creative, loads an old config and spawns all the appropriate entities so you can then re-save them into a new config. I have plans on making that.
Ah, that's good. One more question by the way, how would I go about scripting custom round end, start, and game over music into one of my configs like the official one on TTT Kosovos? I've been trying to figure it out through the wiki and whatnot, but haven't really found any definitive answers.
Zet0r  [developer] Aug 17, 2018 @ 4:37pm 
Originally posted by Ace:
Ah, that's good. One more question by the way, how would I go about scripting custom round end, start, and game over music into one of my configs like the official one on TTT Kosovos? I've been trying to figure it out through the wiki and whatnot, but haven't really found any definitive answers.
You can't as it stands now. Well, technically you can since your map script is able to do anything code can; it's just not officially supported. So you can replace the clientside function that plays the game over music with the one you want.

The different music you're talking about with Kosovos is not scripted in, it's because official configs have different game over music than workshop and local configs.

Edit: Code of it here: https://github.com/Zet0rz/nzombies/blob/master-workshop/gamemodes/nzombies/gamemode/round/sv_round.lua#L401-L405
Last edited by Zet0r; Aug 17, 2018 @ 4:38pm
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