Wood, glass and snow textures got own sounds for player steps. Our game_end entity works correctly (ends the game), and player_loadsaved can “kill” player (so you don’t need trigger_hurt or some other “freezing” method). You just need to press slot button again for next weapon selection. Our weapon_fastswitch is really fast (as it is in HL2). It is useful in case of map space expanding. We have added “Don’t reset view angle / speed” flag to trigger_teleport entity. We think that “func_water” without oxygen loss and swimming-like movement (and some other sound effect) can be used for it. 357 and crossbow got correct reload sounds. Our monster_rat can run and can be smashed (as well as monster_cockroach, but with red blood, of course). Our gman has “Killable” flag and two skins. Our grunts, barneys, scientists and zombies got “burned” state: we can add burned corpses to the map. Our “func_illusionary” triggers its textures when get call (as well as “func_wall” or “func_button”).
![xash3d half life sound xash3d half life sound](https://steamsplay.com/wp-content/uploads/2021/05/half-life-how-to-play-won-style-using-xash3d-0-steamsplay-com-67756765.jpg)
Applicable when you need to create effect of immediate but controllable damage. We have added entity “game_player_set_health” that sets absolute value of health and armor. We have added entity “item_key” in addition to “item_security” (can look like a card or like a bunch of keys) to simplify doors triggering. Our ambient_generic (and all entities that can sound) has more accurate sound radius (minimal as default). Our turrets and apaches can trigger something on death.īreakables can spawn crowbars (why it was not so?) and gauss gun clips. Finally, our doors are not play “locked” sounds when opened. Also we have fixed some bugs (basically, around “Starts open” flag) and expanded list of sounds (not only replaced exist ones). We are planning to split “Opening” sound to “Opening” and “Closing”. Our doors (momentary, rotating and simple) have different fields for “Just opened” and “Just closed” sounds. “cycler” and “env_sprite” entities can also accept “body”, “skin” and “sequence” settings. Also our “cycler” now have “Material” field (crowbar hit sound depends on it) and two fields that defines collision box endpoints (looks like “Color” setup). We have removed from our maps the “cycler_sprite” and added “Non-solid” flag to “cycler”. We think that zombie is more like a scientist than a bullsquid.
![xash3d half life sound xash3d half life sound](https://images.gamebanana.com/img/ss/posts/5faa35c2a6638.jpg)
Also it has been accepted by “env_blood” and “monster_generic”.Īlso we have returned human-like gibs and red blood to zombie.
![xash3d half life sound xash3d half life sound](https://3.bp.blogspot.com/-P61mVA_s0qo/XhBJmyo51wI/AAAAAAAAgOU/rlkXJUspSxo5yrzQ4fJAYTDYgLLkwB2cQCLcBGAsYHQ/s1600/Half%2BLife%2BTrilogy%2B4.jpg)
This feature was implemented but not activated in client library. We have returned green blood to some monsters. This situation really needs two brushes – before and after the gate – to trigger sound effects. Spherical env_sound has very weird and unpredictable behavior, and it is difficult to apply it in cases like long narrow building entrances (f.
![xash3d half life sound xash3d half life sound](https://media.moddb.com/images/downloads/1/185/184917/20191103083527_1.jpg)
We cannot understand why there were no brush entities to set sound effect. It works as well as trigger_multiple (with hardcoded “wait” value – 1 s). We have added entity trigger_sound that replaces env_sound. We have fix some known bugs (like non-rotating func_rotating crashes at killed scientists sentences, etc) for which we had enough mind and time. Modification based on old (from 2019) version of engine and may contain some bugs Main changes:
#Xash3d half life sound mod
This engine modification created especially for ESHQ mod for Half-Life part 1.
#Xash3d half life sound mods
Xash3d for ESHQ and ES:FA mods v 10 and newer Xash3d engine v0.99 (rev 4529) adaptation for ESHQ and ES:FA mods v 10 and newer