TF2 Resupply Sound

Discussion in 'Mapping Questions & Discussion' started by nsgy, Sep 27, 2010.

  1. nsgy

    nsgy L1: Registered

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    How do you remove the resupply sound on func_regenerate? The mapper of tr_walkway did it.

    Thanks.
     
  2. Draco18s

    Draco18s L9: Fashionable Member

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    Decompile and examine?
     
  3. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    My buddy Drexen showed me how to do this. It's especially useful for jump maps. Here you go:

    Make a text file named (YOUR MAP)_level_sounds.txt which will go in your maps folder.

    In the text file copy and paste this:

    // Disable resupply sound
    "Regenerate.Touch"
    {
    "channel""CHAN_ITEM"
    "volume""VOL_NORM"
    "soundlevel""SNDLVL_NONE"
    "pitch""PITCH_NORM"
    "wave""vo/null.wav"
    }

    This replaces the locker sound with the "null" sound which is nothing.

    Here are some other examples:

    // Demoman cancel pain severe 02
    "Demoman.PainSevere02"
    {
    "channel""CHAN_VOICE"
    "volume""VOL_NORM"
    "pitch""PITCH_NORM"
    "soundlevel""SNDLVL_NONE"
    "wave""vo/null.wav"
    }

    // Demoman cancel pain severe 03
    "Demoman.PainSevere03"
    {
    "channel""CHAN_VOICE"
    "volume""VOL_NORM"
    "pitch""PITCH_NORM"
    "soundlevel""SNDLVL_NONE"
    "wave""vo/null.wav"
    }

    // Demoman cancel pain severe 04
    "Demoman.PainSevere04"
    {
    "channel""CHAN_VOICE"
    "volume""VOL_NORM"
    "pitch""PITCH_NORM"
    "soundlevel""SNDLVL_NONE"
    "wave""vo/null.wav"

    // Demoman stickie beep cancel
    "Weapon_StickyBombLauncher.ModeSwitch"
    {
    "channel" "CHAN_WEAPON"
    "soundlevel" "SNDLVL_NONE"
    "volume" "1.0"
    "wave" "vo/null.wav"
    }

    etc..

    You can look in the game_sounds_manifest for more examples.

    When you distribute the map, be sure to pack the text file in with your map using a packing program such as pakrat.
     
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