Garry's Mod
nZombies - A Nazi Zombies Gamemode [Content Pack]
EonAce 15 AGO 2018 a las 19:45
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.
Última edición por EonAce; 15 AGO 2018 a las 19:47
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Zet0r  [desarrollador] 16 AGO 2018 a las 11:00 
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.
Última edición por Zet0r; 16 AGO 2018 a las 11:00
EonAce 16 AGO 2018 a las 14:28 
Publicado originalmente por 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  [desarrollador] 16 AGO 2018 a las 15:20 
Publicado originalmente por 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.
Última edición por Zet0r; 16 AGO 2018 a las 15:21
EonAce 17 AGO 2018 a las 15:10 
Publicado originalmente por 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  [desarrollador] 17 AGO 2018 a las 16:37 
Publicado originalmente por 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
Última edición por Zet0r; 17 AGO 2018 a las 16:38
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