grenade sound
#7
(26 Feb 13, 11:57PM)Felix-The-Ghost Wrote: I just looked and I didn't see any code that would give the grenade pull sound any different treatment. I think it just happens to be hard to hear when it's not your own.

In the new version (maybe current as well) you can disable specific sounds such as crouching.

Append: Ah, it is not in the source code but in the sounds.cfg where you edit audible radius. I absolutely agree the grenade_pull needs to have a larger radius, but I don't know everyone's stance on editing sounds.cfg (when it is external and thus easily editable :P)

If you want to test what values would be acceptable for an upcoming release, please edit that line to this syntax:
registersound "weapon/grenade_pull" <volume> <0> <radius>

When i edit the sound in the file sound.cfg .
It dont work .

I resolve my problem .
I use a script who allow to know when a player pull his grenade .
Thanks given by:


Messages In This Thread
grenade sound - by 888 - 26 Feb 13, 12:22PM
RE: grenade sound - by al3rt - 26 Feb 13, 07:24PM
RE: grenade sound - by Mr.OpTic - 26 Feb 13, 07:28PM
RE: grenade sound - by Boomhauer - 27 Feb 13, 09:59PM
RE: grenade sound - by Felix-The-Ghost - 26 Feb 13, 11:10PM
RE: grenade sound - by 888 - 26 Feb 13, 11:32PM
RE: grenade sound - by Felix-The-Ghost - 26 Feb 13, 11:57PM
RE: grenade sound - by 888 - 27 Feb 13, 09:53AM
RE: grenade sound - by Felix-The-Ghost - 27 Feb 13, 10:14AM
RE: grenade sound - by 888 - 27 Feb 13, 10:41AM
RE: grenade sound - by Felix-The-Ghost - 27 Feb 13, 03:18PM
RE: grenade sound - by 888 - 27 Feb 13, 05:26PM