DiR Posted May 5, 2022 Is it possible? Or because of the way the doom engine works I'm stuck using the same sound for both? 0 Quote Share this post Link to post
2 Btyb88 Posted May 5, 2022 (edited) Best you can do from what I can tell is set the fire frame of the gun to 0 tics. Then have another sound play after firepistol (or firecgun) with a sound-specific action and set that to the appropriate tics. Replace whatever sound the new action plays with your new weapon sound. This should effectively override the old pistol sound with whatever your new sound is. Edited May 5, 2022 by Btyb88 Typo 0 Quote Share this post Link to post
0 DiR Posted May 6, 2022 8 hours ago, Btyb88 said: Best you can do from what I can tell is set the fire frame of the gun to 0 tics. Then have another sound play after firepistol (or firecgun) with a sound-specific action and set that to the appropriate tics. Replace whatever sound the new action plays with your new weapon sound. This should effectively override the old pistol sound with whatever your new sound is. Thanks! I had to sacrifice one of the SSG reload sounds for the new one but it works well. 0 Quote Share this post Link to post
0 Btyb88 Posted May 6, 2022 Funny enough that's the same thing I did; an SSG sound. 0 Quote Share this post Link to post
0 DiR Posted May 6, 2022 3 hours ago, Btyb88 said: Funny enough that's the same thing I did; an SSG sound. There weren't that many actions that only produced a sound, I thought about maybe the arachnotron walking sounds, but it's wrapped around A_Chase and it might've caused some weird behaviour when put on a weapon. Is it only the SSG which has these sound-only actions? 0 Quote Share this post Link to post
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DiR
Is it possible? Or because of the way the doom engine works I'm stuck using the same sound for both?
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