This may affect other player driven sounds though, such as steps, sounds from other weapons and others. Very similar to the above, except that this way you don't need to subclass into a new weapon.ģ - Or, since your issue is the volume, rather than the sound it self, another alternative would be to create a mutator which adjusted the players SoundDampening to something lower, given that it is being used to set the volume of that sound in the first place. Well, I am not sure if there's something from which you can already do it, but it's not a complicated thing to build.ġ - Create a subclass from that weapon, as papercoffee mentioned, and just change its FireSound property to have the sound you want.Īnd then create a mutator to replace the weapon by your own subclassed one.Ģ - Or, create a mutator which for every one of those weapons spawned, assign the new sound to the FireSound property.
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