User:Alvin/Sandbox: Difference between revisions

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(→‎Sounds: new section)
(old sandbox, adds categories)
Tags: Blanking Manual revert
 
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'''Source Engine 2009'''


"Garry's Mod" (Tools > Options > Edit > Add)
Game Data Files:
(orangebox/bin)
HalfLife2.fgd = Ep2 (HL2 as well)
base.fgd
cstrike.fgd = CS:S
dod.fgd = DoD:S
hl2mp.fgd = HL2:DM (could be needed)
portal.fgd = Portal
tf.fgd = TF2 (garrysmod/garrysmod)
Garrysmod.fgd (optional lang.)
Default Point Entity class: info_player_start
Default SolidEntity class: func_detail
Cordon Texture: tools/toolsskybox
Game Executable Directory: $SteamUserDir\garrysmod
Game Directory: $SteamUserDir\garrysmod\garrysmod
Hammer VMF Directory: (Where you want to save and load VMF saves for Garrysmod) i use.. $SteamUserDir\garrysmod\garrysmod\maps\vmf
Now go to the last Tab, Build programs..
Game Executable: $SteamUserDir\garrysmod\hl2.exe
BSP $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
VIS $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
RAD $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
Place compiled maps... $SteamUserDir\garrysmod\garrysmod\maps
It will say that the changes will show when you open hammer another time but you need to restart Source SDK if you made a new config in order to see your new config in the selection menu.
Tagalog, pwede ba? :(
Sounds
//
//-----------------------------------------------------
virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel );
virtual bool CanPlaySentence( bool fDisregardState ) { return IsAlive(); }
virtual int PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL );
virtual int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
virtual bool FOkToMakeSound( int soundPriority = 0 );
virtual void JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f );
virtual void DeathSound( const CTakeDamageInfo &info ) { return; };
virtual void AlertSound( void ) { return; };
virtual void IdleSound( void ) { return; };
virtual void PainSound( const CTakeDamageInfo &info ) { return; };
virtual void FearSound( void ) { return; };
virtual void LostEnemySound( void ) { return; };
virtual void FoundEnemySound( void ) { return; };
virtual void BarnacleDeathSound( void ) { CTakeDamageInfo info; PainSound( info ); }
virtual void SpeakSentence( int sentenceType ) { return; };
virtual bool ShouldPlayIdleSound( void );
virtual void MakeAIFootstepSound( float volume, float duration = 0.5f );
//---------------------------------
virtual CAI_Expresser *GetExpresser() { return NULL; }
const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); }
== Sounds ==
Sounds
//
//-----------------------------------------------------
virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel );
virtual bool CanPlaySentence( bool fDisregardState ) { return IsAlive(); }
virtual int PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL );
virtual int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
virtual bool FOkToMakeSound( int soundPriority = 0 );
virtual void JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f );
virtual void DeathSound( const CTakeDamageInfo &info ) { return; };
virtual void AlertSound( void ) { return; };
virtual void IdleSound( void ) { return; };
virtual void PainSound( const CTakeDamageInfo &info ) { return; };
virtual void FearSound( void ) { return; };
virtual void LostEnemySound( void ) { return; };
virtual void FoundEnemySound( void ) { return; };
virtual void BarnacleDeathSound( void ) { CTakeDamageInfo info; PainSound( info ); }
virtual void SpeakSentence( int sentenceType ) { return; };
virtual bool ShouldPlayIdleSound( void );
virtual void MakeAIFootstepSound( float volume, float duration = 0.5f );
//---------------------------------
virtual CAI_Expresser *GetExpresser() { return NULL; }
const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); }

Latest revision as of 19:58, 21 April 2025