Xwad Posted August 12, 2015 Share Posted August 12, 2015 To disable the original tank shooting sounds need i use SetWorldSoundEnabled function? Thanks. Link to comment
TheSmart Posted August 12, 2015 Share Posted August 12, 2015 yes you can do it by SetWorldSoundEnabled Link to comment
Xwad Posted August 12, 2015 Author Share Posted August 12, 2015 yeah its working with the example but for hand weapons and i want to mute the rhinos shooting sound.. I thing the number 5 is for the hand weapons. Is there a list for that numbers? Link to comment
GTX Posted August 13, 2015 Share Posted August 13, 2015 https://wiki.multitheftauto.com/wiki/Set ... undEnabled Note: The values for group and index can be determined by using the client command showsound in conjunction with setDevelopmentMode Link to comment
Xwad Posted August 15, 2015 Author Share Posted August 15, 2015 i made it but its not working.. I want to mute the tank shooting sound and add a new shooting sound --tank shooting sounds local sound function shootingSound() if (getElementModel(source) == 601) then setWorldSoundEnabled ( 5, true ) sound = playSound("sounds/sound3.mp3") setSoundVolume(sound, 1) else cancelEvent() end end function bindTheKeys () bindKey ( "mouse1", "down", shootingSound ) end Link to comment
Moderators IIYAMA Posted August 15, 2015 Moderators Share Posted August 15, 2015 afaik, weapon sounds aren't the same as the tank sound or am I incorrect? Try to find the correct sounds using: /debugscript 3 /start runcode /crun setDevelopmentMode ( true) /showsound 1 Shoot the tank cannon. Link to comment
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