I have been playing around in the .weap file for this gun for so long and frankly everything i tried is not working the way i want it to work!
I want the gun to play the Fire_loop of the mg 42 when i hit the fire buton and then play the cooldown sound for when i stop firing! But what happens is that the sound plays even when the gun is in overheat! Is there something wrong in this .weap file that is causing it to play when the gun is in overheat?
weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel “” // weapon pickup ‘stand’ (do we still use this?)
droppedAnglesHack
pickupModel “models/multiplayer/mg42/mg42_pickup.md3”
//pickupSound “sound/misc/w_pkup.wav”
weaponConfig "models/multiplayer/mg42/weapon.cfg"
handsModel "models/multiplayer/mg42/v_mg42_hand.md3"
flashDlightColor 1.0 0.6 0.23
//flashSound "sound/weapons/mg42/mg42_fire.wav" // supports up to 4 flash sounds
flashEchoSound "sound/weapons/mg42/mg42_far.wav" // supports up to 4 flash echo sounds
//lastShotSound "" // supports up to 4 last shot sounds
//readySound ""
firingSound "sound/weapons/mg42/mg42_fire_loop.wav" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
overheatSound "sound/weapons/mg42/mg42_heat.wav"
reloadSound "sound/weapons/mg42/mg42_reload.wav"
reloadFastSound "sound/weapons/mp40/mp40_reload_fast.wav" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
spindownSound "sound/weapons/mg42/mg42_cooldown.wav" // sound called if the above is running but player doesn't follow through and fire
//switchSound "" // allow overriding of weaponswitch sound
//weaponIcon "icons/iconw_mg42_1"
weaponSelectedIcon "icons/iconw_mg42_1_select"
//missileModel ""
//missileSound ""
//missileTrailFunc "" // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
//missileDlight 0
//missileDlightColor 0 0 0 // do we still use this?
ejectBrassFunc "MachineGunEjectBrass" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
modModel 0 "models/multiplayer/mg42/mg42_3rd_bipod.md3"
firstPerson {
model "models/multiplayer/mg42/v_mg42.md3"
flashModel "models/multiplayer/mg42/v_mg42_flash.mdc"
// weapon building
// the parts are numbered because there are some hardcoded references for some weapons to certain parts
weaponLink
{
part 0
{
tag "tag_barrel"
model "models/multiplayer/mg42/v_mg42_barrel.md3"
axisskin "models/multiplayer/mg42/mg42_axis.skin"
alliedskin "models/multiplayer/mg42/mg42_allied.skin"
}
part 1
{
tag "tag_barrel2"
model "models/multiplayer/mg42/v_mg42_barrel2.md3"
}
part 2
{
tag "tag_barrel3"
model "models/multiplayer/mg42/v_mg42_barrel3.md3"
}
part 3
{
tag "tag_barrel4"
model "models/multiplayer/mg42/v_mg42_barrel4.md3"
}
part 4
{
tag "tag_barrel5"
model "models/multiplayer/mg42/v_mg42_barrel5.md3"
}
part 5
{
tag "tag_barrel6"
model "models/multiplayer/mg42/v_mg42_barrel6.md3"
axisskin "models/multiplayer/mg42/mg42_axis.skin"
alliedskin "models/multiplayer/mg42/mg42_allied.skin"
}
}
}
thirdPerson {
model "models/multiplayer/mg42/mg42_3rd.md3"
flashmodel "models/multiplayer/mg42/mg42_3rd_flash.mdc"
}
}
}