Basically, the darn thing isn't using the custom sounds I created for it. The draw has a slide pull animation which is supposed to use custom sound events from the QC, but in-game, these are ignored so the draw animation is totally silent. The reload animation also has custom sound events, but it just uses the default reload sound, when it should use a total of four different sounds. Here's my QC:
- Code: Select all
$modelname "weapons\v_pistol.mdl"
$model "studio" "Ref_hl2default.smd"
$cdmaterials "models\Weapons\V_hand\"
$cdmaterials "models\weapons\me_G18C\"
$hboxset "default"
// Model uses material "glock18.vmt"
// Model uses material "v_hand_sheet.vmt"
$attachment "muzzle" "Base" 0.0 -6.60 1.80 rotate -0.00 -90.00 0.00
$attachment "1" "Base" -0.50 0.00 2.00 rotate -20.00 180.00 0.00
$surfaceprop "default"
$illumposition 12.972 0.702 -35.781
$sequence idle01 "idle01" loop ACT_VM_IDLE 1 snap rotate -90 fps 30.00 node 0
$sequence idle01empty "idle01empty" loop ACT_VM_IDLE_EMPTY 1 snap rotate -90 fps 30.00 node 0
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 snap rotate -90 fps 50.00 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 5 "smoke_trail follow_attachment muzzle" }
{ event 6001 3 "0" }
}
$sequence fire1 "fire1" ACT_VM_RECOIL1 1 snap rotate -90 fps 50.00 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 5 "smoke_trail follow_attachment muzzle" }
{ event 6001 3 "0" }
}
$sequence fire2 "fire2" ACT_VM_RECOIL2 1 snap rotate -90 fps 45.00 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 5 "smoke_trail follow_attachment muzzle" }
{ event 6001 3 "0" }
}
$sequence fire3 "fire3" ACT_VM_RECOIL3 1 snap rotate -90 fps 45.00 {
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" }
{ event AE_CL_CREATE_PARTICLE_EFFECT 5 "smoke_trail follow_attachment muzzle" }
{ event 6001 3 "0" }
}
$sequence fireempty "fireempty" ACT_VM_DRYFIRE 1 snap rotate -90 fps 30.00
$sequence draw "draw" ACT_VM_DRAW 1 snap rotate -90 fps 30.00 node 0 {
{ event 5004 4 "Weapon_Pistol.Slideback" }
{ event 5004 11 "Weapon_Pistol.Sliderelease" }
}
$sequence drawempty "drawempty" snap rotate -90 fps 30.00 node 0
$sequence reload "reload" ACT_VM_RELOAD 1 snap rotate -90 fps 40.00 node 0 {
{ event 5004 17 "Weapon_Pistol.Clipout" }
{ event 5004 38 "Weapon_Pistol.Clipin1" }
{ event 5004 44 "Weapon_Pistol.Clipin2" }
{ event 5004 56 "Weapon_Pistol.Sliderelease" }
}
$sequence holster "holster" ACT_VM_HOLSTER 1 snap rotate -90 fps 30.00 node 0
$sequence holsterempty "holsterempty" ACT_VM_HOLSTER 1 snap rotate -90 fps 30.00 node 0
$sequence idletolow "idletolow" ACT_VM_LOWERED_TO_IDLE 1 snap rotate -90 fps 30.00 transition 0 1
$sequence lowtoidle "lowtoidle" ACT_VM_IDLE_TO_LOWERED 1 snap rotate -90 fps 30.00 transition 1 0
$sequence lowidle "lowidle" loop ACT_VM_IDLE_LOWERED 1 snap rotate -90 fps 30.00 node 1
This skin works flawlessly in Episode 2. It's HL2 I'm having problems with. I did install Filip Viktor's mod which updates the entire game for Orange Box, so I'm wondering if maybe that's causing issues for this skin. The thing is, I made sure to update the game_sounds_weapons.txt file which had all the sound events from the QC in it; pointing to the correct sound files. I've quadruple-checked it too.
EDIT: I forgot to post the pistol sound script from game_sounds_weapons.txt.
- Code: Select all
// weapon_pistol.txt
"Weapon_Pistol.Reload"
{
"channel" "CHAN_ITEM"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/pistol/pistol_reload1.wav"
}
"Weapon_Pistol.NPC_Reload"
{
"channel" "CHAN_ITEM"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/smg1/smg1_reload.wav"
}
"Weapon_Pistol.Empty"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/pistol/pistol_empty.wav"
}
"Weapon_Pistol.Single"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"soundlevel" "SNDLVL_GUNFIRE"
"pitch" "98,100"
"wave" ")weapons/pistol/pistol_fire.wav"
"wave" ")weapons/pistol/pistol_fire1.wav"
"wave" ")weapons/pistol/pistol_fire2.wav"
}
"Weapon_Pistol.NPC_Single"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_GUNFIRE"
"pitch" "90,120"
"wave" "^weapons/pistol/pistol_fire3.wav"
}
"Weapon_Pistol.Special1"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/smg1/switch_single.wav"
}
"Weapon_Pistol.Special2"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/smg1/switch_burst.wav"
}
"Weapon_Pistol.Burst"
{
"channel" "CHAN_WEAPON"
"volume" "0.7"
"soundlevel" "SNDLVL_GUNFIRE"
"pitch" "98,105"
"wave" "^weapons/smg1/smg1_fireburst1.wav"
}
"Weapon_Pistol.Clipout"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/Pistol/out.wav"
}
"Weapon_Pistol.Clipin1"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/Pistol/in1.wav"
}
"Weapon_Pistol.Clipin2"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/Pistol/in2.wav"
}
"Weapon_Pistol.Sliderelease"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/Pistol/release.wav"
}
"Weapon_Pistol.Slideback"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/Pistol/back.wav"
}




