silent railshot

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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BlackFish
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silent railshot

Post by BlackFish »

can somebody give me a sample code for a silent railshot?
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wildweasel
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Post by wildweasel »

I would suppose the best way to silence a rail shot is to add an A_PlayWeaponSound pointer directly after the rail shot, that plays an empty sound file. I can't vouch for how well this would work though.
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Enjay
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Post by Enjay »

Interesting, the monster equivallent pointer has the option to use a sound or not, but I don't see this option for the player version. I take it the monster version can't be used for the player?

If the silent rail is the only one in your mod, then including a silent railgun sound in the WAD would be an obvious option.
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TheDarkArchon
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Post by TheDarkArchon »

Why the only one: If you need another sound use a state with A_FireWeaponSound immediately afterwards and make the railgun firing state 0 length.
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Enjay
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Post by Enjay »

The "only one" is because if you had 2, both would be silenced by my suggestion - which was only made because WW said "I can't vouch for how well this would work though". It was really a "well, if WW's method doesn't work, the other option is..." kind of statement.
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Paul
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Post by Paul »

How about adding an empty sound and naming it "Railgf1"?
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BlackFish
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Post by BlackFish »

The reason I am asking for this is because I want to have a railattack that's for secondary fire with a different sound effect than my primary attack.
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