Left 4 Dead 2

Left 4 Dead 2

SoundScript Manifest Base [SSMB]
17 件のコメント
Mortis™ 2024年10月5日 14時15分 
Can I ask how I might go about doing so?
мяFunreal  [作成者] 2024年10月3日 11時23分 
i haven't thought about it, but i don't see why it wouldn't work.
Mortis™ 2024年10月3日 7時42分 
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  [作成者] 2024年3月15日 10時40分 
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.
____ 2024年3月15日 10時18分 
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  [作成者] 2024年2月13日 4時39分 
Good luck, have fun 👌
мяFunreal  [作成者] 2024年2月12日 16時58分 
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  [作成者] 2022年4月21日 17時55分 
that might work. but if you're gonna unpack the mod anyways, might as well get the cache there
Kio- 2022年4月21日 6時24分 
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  [作成者] 2022年4月21日 4時10分 
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- 2022年4月21日 3時18分 
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  [作成者] 2022年4月6日 5時09分 
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 2022年4月6日 4時10分 
do you think this could be used to make shell sound effects when firing certain weapons?
мяFunreal  [作成者] 2022年4月6日 3時48分 
you could. as long as the game isn't forced to cut it short like saferoom music and death music
DARNOL 2022年4月5日 21時33分 
With this can i use a 4 min music for escape song? Skinonourteeth
Melon 2022年1月21日 4時49分 
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 2022年1月20日 1時44分 
genius