User:Alvin/Sandbox

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Revision as of 20:04, 19 July 2011 by Alvin (talk | contribs) (→‎Sounds: new section)
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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

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(); }