Proxillus Posted December 7, 2019 Share Posted December 7, 2019 I've been creating a new weapon and I've got to the point of making custom sounds for it, but basically I want the sound to play when I swing, rather on the impact. I've looked around for ways I could do this and the only one I saw was on an older forum that said to use something like this. local function DoSound(owner) --stuff end local function onequip(inst, owner) --you should have that function already --[...] inst:ListenForEvent("doattack",DoSound,owner) --listen for that event, then do that function, but listen for this guy and not for me end local function onunequip(inst, owner) --you should have that function already --[...] inst:RemoveEventCallback("doattack",DoSound,owner) --undo the listener end I get the idea of it, but i know I'm missing stuff for this to work. Regardless does anyone have an idea on how to just generally create the code for on swing? Link to comment https://forums.kleientertainment.com/forums/topic/114105-custom-weapon-attack-sound/ Share on other sites More sharing options...
Proxillus Posted December 10, 2019 Author Share Posted December 10, 2019 Never mind, I went back to this after a while seeing if I could try it again and I figured it out lol. I needed to add an inst to the DoSound(here, owner) rather than just having an owner local function DoSound(inst, owner) inst.SoundEmitter:PlaySound("sound/sound/swing") end local function onequip(inst, owner) inst:ListenForEvent("doattack",DoSound,owner) end local function onunequip(inst, owner) inst:RemoveEventCallback("doattack",DoSound,owner) end Is the code I needed total so it was the same, if anyone else needed some help with it then its here. Link to comment https://forums.kleientertainment.com/forums/topic/114105-custom-weapon-attack-sound/#findComment-1290436 Share on other sites More sharing options...
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