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View Full Version : Anyone here want the Matrix beretta sounds?


Grub
05-08-2004, 07:00 PM
I've got 4 of them.

If you want them, I can give them to you through AIM or MSN.

Here is how to make the game play any of the gunshots at random each time you press a button -

In your database/sounds directory, there is a file called weapons. When you open that, you'll see lots of definitions. If you goto the shoot beretta section for enemies, you'll probably see something like this:

[Shoot_Beretta]
{
[Properties] ID = ENEMY_SHOOT_ID;
[Default]
{
[Sound]
Filename = weapons\Shoot_Beretta.wav;
Volume = ENEMY_SHOOT_VOLUME;
Random = 5%;
Streamed = NO;
3DSound = YES;
Hotspot = ENEMY_SHOOT_HOTSPOT;
FallOff = ENEMY_SHOOT_FALLOFF;
Priority = 50;
ItemsToCache = 2;
FrequencyScaling = TRUE;
LipSync = FALSE;
EarRadio = FALSE;
Dialogue = FALSE;
}
}

First, you create each variation of beretta sounds, make sure they're formatted properly(for my stuff, you don't have to do this, it has already been done). Lets say we have 3 beretta sounds. All you do is call em by alphabetical order, shoot_beretta_A, shoot_beretta_B, etc..

Then what you do is change your weapons file. Not only do you change the filename, but you copy and paste all the stuff inside the brackets and change A in shoot_beretta_A to shoot_beretta_B. Do it again, this time going from B to C. It should now look like this.

[Shoot_Beretta]
{
[Properties] ID = ENEMY_SHOOT_ID;
[Default]
{
[Sound]
Filename = weapons\Shoot_Beretta_A.wav;
Volume = ENEMY_SHOOT_VOLUME;
Random = 15%;
Streamed = NO;
3DSound = YES;
Hotspot = ENEMY_SHOOT_HOTSPOT;
FallOff = ENEMY_SHOOT_FALLOFF;
Priority = 50;
ItemsToCache = 2;
FrequencyScaling = TRUE;
LipSync = FALSE;
EarRadio = FALSE;
Dialogue = FALSE;

[Sound]
Filename = weapons\Shoot_Beretta_B.wav;
Volume = ENEMY_SHOOT_VOLUME;
Random = 15%;
Streamed = NO;
3DSound = YES;
Hotspot = ENEMY_SHOOT_HOTSPOT;
FallOff = ENEMY_SHOOT_FALLOFF;
Priority = 50;
ItemsToCache = 2;
FrequencyScaling = TRUE;
LipSync = FALSE;
EarRadio = FALSE;
Dialogue = FALSE;

[Sound]
Filename = weapons\Shoot_Beretta_C.wav;
Volume = ENEMY_SHOOT_VOLUME;
Random = 15%;
Streamed = NO;
3DSound = YES;
Hotspot = ENEMY_SHOOT_HOTSPOT;
FallOff = ENEMY_SHOOT_FALLOFF;
Priority = 50;
ItemsToCache = 2;
FrequencyScaling = TRUE;
LipSync = FALSE;
EarRadio = FALSE;
Dialogue = FALSE;
}
}

Notice I've also changed the random values. Just makes it a little more fluid. Now you have your randomly shooting beretta sounds! This works for anything that uses this system. Yes, _anything_ in the sounds directory that has a text file that you can edit can be done like this.

Now you can give that ingram multiple sounds like you've always wanted, or even add more sounds to characters, more screaming sounds, alerts, etc etc

Just say the word and I'll see if I can contact about the beretta sounds. I'll include the weapons text file so that you don't have to do the work.

TerminX
05-09-2004, 12:56 AM
Don't forget that you need to modify both the block for the enemy shooting the Beretta, AND the block for the player shooting the Beretta. In your example you've only modified that of the enemy.

They're in different blocks for purposes relating to sound volume and priority.

Grub
05-09-2004, 12:53 PM
I know that. I was showing people how to use the system.