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Making the Pistol & Chaingun have different sounds using DeHackEd?


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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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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 by Btyb88
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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.

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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?

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