User:Alvin/Sandbox: Difference between revisions
(Sounds) |
(→Sounds: new section) |
||
Line 44: | Line 44: | ||
Tagalog, pwede ba? :( | 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 | Sounds |
Revision as of 20:03, 19 July 2011
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(); }