ACTOR SPAS12 : HL1Weapon replaces Shotgun
{
Weapon.AmmoGive 8
Weapon.AmmoUse1 1
Weapon.AmmoUse2 2
Weapon.AmmoType "ShotgunAmmo"
Weapon.SlotNumber 3
Inventory.PickupMessage "You got the SPAS-12! (Slot 3)"
Tag "SPAS-12"
Obituary "%o was peppered with buckshot by %k's SPAS-12."
+WEAPON.ALT_USES_BOTH
States
{
Spawn:
SPAS Z -1
Stop
Ready:
SPAS A 1 A_WeaponReady
Loop
Deselect:
TNT1 AAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
SPAS A 1 A_Raise
Loop
Fire:
SPAS A 0 A_Quake(1,10,0,100)
SPAS A 0 A_FireBullets(6, 6, 6, 5, HL1BulletPuff, FBF_USEAMMO)
SPAF A 1 bright A_GunFlash
SPAF B 1 bright A_PlaySound("weapons/spas12fire")
SPAF CDEFG 1 bright
SPAS HIJKLMNO 1
SPAS P 1 A_PlaySound("weapons/spas12pump")
SPAC A 1 A_Overlay(500, "CasingsCanFly")
SPAC BCDE 1
SPAS PONM 1
SPAS LKJIHA 1 A_Refire
Goto Ready
Flash:
SPAS ABCDEFG 1
Goto LightDone
CasingsCanFly:
SPAS QRSRQ 1
Stop
}
}
^ The shotgun works completely fine except for its firing sound supposedly played from A_PlaySound, which instead registers in-game as brown noise for some reason. Giving it an attack sound would fix it, but I want it to have two different firing sounds for states Fire and AltFire.
SNDINFO below:
weapons/spas12fire sbarrel1
Infomation about sbarrel1.wav (taken directly from Half-Life's files):
Sound (Wav Format)
Mono 8-bit sound with 22904 samples at 22050 Hz
Format: PCM
Information:
Software: File created by GoldWave. GoldWave copyright (C) Chris Craig
Chunks: fmt , data, LIST_INFO
The pumping sound works completely fine on the other hand, and it just happens to have below 20,000 samples.
Changing it to Doom's lump format didn't work.
I recently got GZDoom 4.11.3, so I wonder if that's the problem.
I don't know what's happening and I really want solutions. Shotgun not supposed to fire brown noise, shotgun supposed to fire shotgun.
Question
watermelon eater gaming
DECORATE below:
ACTOR SPAS12 : HL1Weapon replaces Shotgun
{
Weapon.AmmoGive 8
Weapon.AmmoUse1 1
Weapon.AmmoUse2 2
Weapon.AmmoType "ShotgunAmmo"
Weapon.SlotNumber 3
Inventory.PickupMessage "You got the SPAS-12! (Slot 3)"
Tag "SPAS-12"
Obituary "%o was peppered with buckshot by %k's SPAS-12."
+WEAPON.ALT_USES_BOTH
States
{
Spawn:
SPAS Z -1
Stop
Ready:
SPAS A 1 A_WeaponReady
Loop
Deselect:
TNT1 AAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop
Select:
SPAS A 1 A_Raise
Loop
Fire:
SPAS A 0 A_Quake(1,10,0,100)
SPAS A 0 A_FireBullets(6, 6, 6, 5, HL1BulletPuff, FBF_USEAMMO)
SPAF A 1 bright A_GunFlash
SPAF B 1 bright A_PlaySound("weapons/spas12fire")
SPAF CDEFG 1 bright
SPAS HIJKLMNO 1
SPAS P 1 A_PlaySound("weapons/spas12pump")
SPAC A 1 A_Overlay(500, "CasingsCanFly")
SPAC BCDE 1
SPAS PONM 1
SPAS LKJIHA 1 A_Refire
Goto Ready
Flash:
SPAS ABCDEFG 1
Goto LightDone
CasingsCanFly:
SPAS QRSRQ 1
Stop
}
}
^ The shotgun works completely fine except for its firing sound supposedly played from A_PlaySound, which instead registers in-game as brown noise for some reason. Giving it an attack sound would fix it, but I want it to have two different firing sounds for states Fire and AltFire.
SNDINFO below:
weapons/spas12fire sbarrel1
Infomation about sbarrel1.wav (taken directly from Half-Life's files):
Sound (Wav Format)
Mono 8-bit sound with 22904 samples at 22050 Hz
Format: PCM
Information:
Software: File created by GoldWave. GoldWave copyright (C) Chris Craig
Chunks: fmt , data, LIST_INFO
The pumping sound works completely fine on the other hand, and it just happens to have below 20,000 samples.
Changing it to Doom's lump format didn't work.
I recently got GZDoom 4.11.3, so I wonder if that's the problem.
I don't know what's happening and I really want solutions. Shotgun not supposed to fire brown noise, shotgun supposed to fire shotgun.
Edited by DASniperICShare this post
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