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Remove original gun sounds


marty000123

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Posted

Hello, I use custom gun sounds but I hear the custom sounds mixed with the original, can't find out a way to disable the original. I know it's possible because I've seen it on other servers, but is it a hard thing to do? It's pretty annoying my ears. Thanks 4 the help

Marty

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Posted

I used the example given in the link and converted it from command to event. It works, but literally every weapon-related sound disappears, for example RPG firing, and reloading. How do I only disable the gun sounds of for example gun id 24? 

 

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Posted

Note: The values for group and index can be determined by using the client command showsound in conjunction with setDevelopmentMode" - it says on the wiki

-> This explains how to get the group and index of a sound. When using setWorldSoundEnabled, there are 3 parameters, one of which is optional. As far as I know the "group" for the weapons is 5. To turn off ALL weapon sounds, you used 

setWorldSoundEnabled ( 5, false ) 

But, if you want to only disable specific weapon sounds, you should also pass the function that optional argument, which is the "index"

setWorldSoundEnabled ( 5, 22, false ) 

If you read the 1st line of this post, you will then also understand how to find these ID's. Good luck.

Posted
9 minutes ago, marty000123 said:

I don't understand, what does the 22 stand for?

OptionalArguments

  • index : An integer representing an individual sound within the group

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I love rock/metal/pop but don't mind any other music genre except чалга...that thing sux 
I also love cars

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Posted
4 minutes ago, koragg said:

OptionalArguments

  • index : An integer representing an individual sound within the group

Is there like a list or something where I can see the groups/indexs??

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Posted
4 minutes ago, marty000123 said:

Is there like a list or something where I can see the groups/indexs??

Note: The values for group and index can be determined by using the client command showsound in conjunction with setDevelopmentMode

G6HYac9.jpg

I love rock/metal/pop but don't mind any other music genre except чалга...that thing sux 
I also love cars

PS I'm friendly

Posted

You just asked 2 questions that I answered in my post. Read my post again, if you need use Google Translator as well. I will quote it again (for the 3rd time)

Note: The values for group and index can be determined by using the client command showsound in conjunction with setDevelopmentMode" - it says on the wiki

Posted (edited)
18 minutes ago, pa3ck said:

Stupid question, but are the weapon sounds disabled while using showsound? 

I am officially retarded. I forgot to turn the sounds back on while checking. I'm on it now

EDIT: Alright the /showsound works (I'm sorry for repeating the same question but I really didn't get it lol) but when I put the index there, it does the exact opposite. When I change     setWorldSoundEnabled ( 5, enabled ) to     setWorldSoundEnabled ( 5, 31, enabled ), it still gives every sound EXCEPT that one. While it should be the opposite, it should give that sound except the rest. This is my code:

	function toggleWeaponSounds_f ( )
    local enabled = isWorldSoundEnabled ( 5 ) -- We place this variable here for checking.
    enabled       = not enabled -- And here we invert (toggle) the variable, so if it's false, it becomes true, if it's true, it becomes false.
    -- Used for the chat declaration:
    local state   = "enabled"
	    if ( not enabled ) then
        state = "disabled"
    end
    --
	    setWorldSoundEnabled ( 5, 31, enabled ) -- And here the toggling happens.
    outputChatBox ( "Weapon sounds " .. state )
end
addCommandHandler ( "toggleweaponsounds", toggleWeaponSounds_f )
Edited by marty000123

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Posted

Please don't bump your post, this is not a trading website, somebody will help you if / when they can. What do you exactly want? Explain it a bit better, that's probably the reason why nobody was able to help you so far.

  • Like 1
Posted
On 14-12-2016 at 6:47 PM, pa3ck said:

Please don't bump your post, this is not a trading website, somebody will help you if / when they can. What do you exactly want? Explain it a bit better, that's probably the reason why nobody was able to help you so far.

Sorry about that, but I was really desperate.

To make it more clear: the last script I posted only disables the original sounds. For instance, when I put 5,13 there, it only disables the 13th sound. While it should be the opposite! When I put 5,13 there, it should only ENABLE the original sound, being 13. So what do I need to adjust in my script?

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Posted (edited)

So you want 1 sound ENABLED and the others DISABLED? Then loop all the sound indexs and blocks that need to be disabled and disable them not sure if disabling a block and enabling a sound in that block will Keep the rest disabled if so disable blocks only.

Edited by ViRuZGamiing

"If debugging is the process of removing software bugs, then programming must be the process of putting them in."

Posted
11 hours ago, ViRuZGamiing said:

So you want 1 sound ENABLED and the others DISABLED? Then loop all the sound indexs and blocks that need to be disabled and disable them not sure if disabling a block and enabling a sound in that block will Keep the rest disabled if so disable blocks only.

I'm so sorry for the confusion but now I see I said it wrong. I mean I want 1 (original gta sa) sound disabled and the rest enabled. How do I do that? :P

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