Old 09-27-2010, 07:01 PM   #1
nsgy
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Default TF2 Resupply Sound


How do you remove the resupply sound on func_regenerate? The mapper of tr_walkway did it.

Thanks.
 
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Old 09-27-2010, 07:39 PM   #2
Draco18s
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Default TF2 Resupply Sound


Quote:
Originally Posted by nsgy View Post
How do you remove the resupply sound on func_regenerate? The mapper of tr_walkway did it.

Thanks.
Decompile and examine?
 
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Old 09-30-2010, 12:59 AM   #3
bob+M|M+
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Default TF2 Resupply Sound


My buddy Drexen showed me how to do this. It's especially useful for jump maps. Here you go:

Make a text file named (YOUR MAP)_level_sounds.txt which will go in your maps folder.

In the text file copy and paste this:

// Disable resupply sound
"Regenerate.Touch"
{
"channel""CHAN_ITEM"
"volume""VOL_NORM"
"soundlevel""SNDLVL_NONE"
"pitch""PITCH_NORM"
"wave""vo/null.wav"
}

This replaces the locker sound with the "null" sound which is nothing.

Here are some other examples:

// Demoman cancel pain severe 02
"Demoman.PainSevere02"
{
"channel""CHAN_VOICE"
"volume""VOL_NORM"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave""vo/null.wav"
}

// Demoman cancel pain severe 03
"Demoman.PainSevere03"
{
"channel""CHAN_VOICE"
"volume""VOL_NORM"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave""vo/null.wav"
}

// Demoman cancel pain severe 04
"Demoman.PainSevere04"
{
"channel""CHAN_VOICE"
"volume""VOL_NORM"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave""vo/null.wav"

// Demoman stickie beep cancel
"Weapon_StickyBombLauncher.ModeSwitch"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_NONE"
"volume" "1.0"
"wave" "vo/null.wav"
}

etc..

You can look in the game_sounds_manifest for more examples.

When you distribute the map, be sure to pack the text file in with your map using a packing program such as pakrat.
 
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