Left 4 Dead 2

Left 4 Dead 2

SoundScript Manifest Base [SSMB]
17 kommentarer
Mortis™ 5. okt. 2024 kl. 14:15 
Can I ask how I might go about doing so?
мяFunreal  [ophavsmand] 3. okt. 2024 kl. 11:23 
i haven't thought about it, but i don't see why it wouldn't work.
Mortis™ 3. okt. 2024 kl. 7:42 
Something I've been trying to do is have each L4D1 campaign play their own different zombat music, specifically the horde drums, my method works on local servers but not online. Would it be possible to add custom zombat and have it work online with this mod?
мяFunreal  [ophavsmand] 15. mar. 2024 kl. 10:40 
yeah. that's possible.
You could replace the content of all the various zombat sound definitions with the same thing, so that all of them essentially play the same sounds.
____ 15. mar. 2024 kl. 10:18 
I wonder if this possible to make all map play only 1 zombat music file? So that i don't have to replace all zombat music to custom music or something
мяFunreal  [ophavsmand] 13. feb. 2024 kl. 4:39 
Good luck, have fun 👌
мяFunreal  [ophavsmand] 12. feb. 2024 kl. 16:58 
No, sadly not.
You can only have one script active that edits a specific sound.
But you can make one sound entry load multiple soundfiles using "Rndwave" instead of "wave".

Example:
"Bat.Miss"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" ")weapons/bat/bat_swing_miss1.wav"
"wave" ")weapons/bat/bat_swing_miss2.wav"
}
}
мяFunreal  [ophavsmand] 21. apr. 2022 kl. 17:55 
that might work. but if you're gonna unpack the mod anyways, might as well get the cache there
Kio- 21. apr. 2022 kl. 6:24 
I'm talking about having a sound.cache packed inside the mod .vpk, the soundcache was generated beforehand with snd_buildsoundcachefordirectory referencing only the files used by the mod. That way the sounds and cache is neatly packed away and would never have to be touched by the end user, only the script would require manual installing.
мяFunreal  [ophavsmand] 21. apr. 2022 kl. 4:10 
you can only have one soundcache per "content folder"
so either you remake the soundache all the time, or you keep making new folders over and over again just to have more soundcaches
Kio- 21. apr. 2022 kl. 3:18 
Is there any known limit to the amount of soundcaches that can be used?
Unless I'm missing something I feel like the process could be simplified a bit by having mods include a soundcache for any .wav sound they use, instead of unpacking and making one big centralized cache.
мяFunreal  [ophavsmand] 6. apr. 2022 kl. 5:09 
yep. you can just add a new sound event to the firing sequence and make a soundscript entry for that. but i think l4d2 has leftover shell sounds already.
Christinson 6. apr. 2022 kl. 4:10 
do you think this could be used to make shell sound effects when firing certain weapons?
мяFunreal  [ophavsmand] 6. apr. 2022 kl. 3:48 
you could. as long as the game isn't forced to cut it short like saferoom music and death music
★sauvage★ 5. apr. 2022 kl. 21:33 
With this can i use a 4 min music for escape song? Skinonourteeth
Legoshi's Lover 21. jan. 2022 kl. 4:49 
I won't use this, but I must say this is very much needed for many sound mods, and for that I will give it a thumbs up. Thanks.
Christinson 20. jan. 2022 kl. 1:44 
genius