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2 - You got the wrong submission. At least comment on my Vanilla Weapon Fixes. The link is in the description.
3 - I have already made that fix.
"weapon_tau.Empty"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/tau/empty.wav"
}
"weapon_tau.OverCharging"
{
"channel" "CHAN_WEAPON"
"volume" "0.9"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" ")weapons/tau/gauss_overcharging.wav"
}
"weapon_tau.SpinUp"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/tau/gauss_spinup.wav"
}
Hopefully I did not forget an entry I added! Let me know if it works for you.
This still has the issue with one easily-canceled loop sound playing even when you cannot use a charged shot, but as I mentioned two posts ago shooting a normal shot or switching weapons instantly stops the false loop.
In "game_sounds_weapons.txt" change "weapon_tau.SpinUp" to:
"weapon_tau.SpinUp"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "weapons/tau/gauss_spinup.wav"
}
This is the best bandaid fix I could find so far. You are free to implement it in your mod, and you can credit me for the find if you don't mind!
I have a bug in the Classic Weapons Pack I noticed that would be amazing if you could fix, or give me advice about even. Trying to shoot the charged shot for the Tau Cannon without having enough ammo for a full charge results in the charge sound playing despite it not being able to charge, and on top of that the sound can sometimes loop indefinitely.
I've tried fixing it myself by editing the script file for the Tau Cannon, mainly toying with the clip size, but I couldn't personally fix it.