Once you're in, follow the picture below to find the script that interest us. When you have GCFScape, go to the "tf" folder and open the addon "tf2_misc_dir". To see where they should be located in your custom folder, you need a program such as GCFScape to see where they are located in the default folder. TF2 uses scripts to manage its files, but like for the hitsounds, you don't have access to them direcly. But now we are getting to the new "oldish" part: scripting. Steam => SteamApps => common => Team Fortress 2 => tf => custom => => sound => ui.If you haven't created it already, here is a little reminder of the path that this file should take: Now that it's done, you can put them in your custom "ui" folder as you would do with a single hitsound. Do not worry about putting "more importants" hitsounds in the first spots, since all of them will be randomized in-game. Whatever name you choose for the hitsounds, remember it: you will need it for the scripting part later. with still having one file named "hitsound.wav". To have several hitsounds instead of just one, highly recommend you rename them in a list style, for example with: You will just need one file renamed "hitsound.wav" to make the hitsounds successfully work in-game without hearing the default ones. What you need to know by now is that the "Default" hitsound set functions differently and is more liberal than the others concerning names. I will come back to this in a later section of the guide. To successfully override the existing hitsounds of these sets, you will have to rename some of your hitsounds with the names of the existing hitsounds. Each of these sets have corresponding hitsound names in the files of the game, such as hitsound_beepo (if the set has a single hitsound) or hitsound_retro4 (if the set has several hitsounds). There are 9 of them: "Default", "Electro", "Notes", "Percussion", "Retro", "Space", "Beepo", "Vortex" and "Squasher". What I call "hitsound sets" are the packs of hitsounds you can select in game. It will also be really tedious if you want to change your hitsounds.Īnother thing you need to know are hitsound sets. And having those hitsounds is nice in itself, but if we let them have names like this, it will be really hard afterwards to get them in the game, notably at the scripting part. If you speak my mother tongue, you may have an idea on what those sounds are about. (February 19th 2021).įirst off, let's have all of our noice hitsounds. Added a precision in the Troubleshooting section.Added a troubleshooting section with frequently asked questions in the comments and fixed a mistake on filename extensions in Step 2.Added a new demonstration video for the Mann vs.Added a step inbetween the third and the fourth step to fix the multiple custom hitsounds not working in the Mann vs.Added 3 new Additional Steps concerning Killsounds, Hitsound Sets and Hitsound Rate Appearance. Added a tutorial by montymintypie in the first section. Updated the Template Script to simplify it according to the new whitelist. Deleted the "Ineedyourhelp Step" concerning the sv_pure 1 restrictions, that are no longer here. Updated the different sections to talk about the replacement of the default hitsounds in the scripting part, an important part overlooked in the first version. All the references to the "misc" folder have been deleted, which results in a simplified guide and an allowance to dive in more details. Whitelist update: complete guide revamp.Killsound update: added a new step regarding killsounds/last hitsounds, as well as a new guide to disable the killsound entirely.Updated the guide to clarify the hitsound placements based on the sets to use and the sv_pure restrictions (tl dr : if you want to hear only your custom hitsounds and nothing else, put your hitsounds in the "misc" folder, one of them in the "ui" folder named "hitsound.wav" and modify the script to match the hitsounds in the "misc" folder).Added a new "Ineedyourhelp" step to try to get help from you guys about a problem present between the custom hitsounds and the sv_pure 1 servers.Invasion Update: pitch shifting is now back to normal, and hitsounds don't clip each other anymore.Added the required actions to bypass the sv_pure restrictions.Hitsound Scripting and Hitsound Set update: guide published with the main instructions to have several hitsounds.
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