Source Shorts #5 - Main Menu and Pause Menu Music (Source 2013 SP)
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- Опубліковано 15 лип 2024
- This is a little longer than I was anticipating, but I go over everything I wanted to talk about! In this video, I go over ways of playing music for a mod's main menu (with or without a background map) and also how to add pause music. With this implementation, I was only able to get this to work for Source 2013 Singleplayer mods. If you have any ideas about how this could work in Source 2013 Multiplayer mods, please let me know! Hopefully you find the video helpful and as always, let me know what you think in the comments! Thanks for watching.
GCFScape: nemstools.github.io/pages/GCF...
Timestamps
00:00 Main Menu Music (Background Map)
01:54 Main Menu Music (No Background Map)
03:44 Unlooped Pause Menu Music
10:14 Looped Pause Menu Music
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First!, Like what i said i always watch you!
Thanks for the comment!
There is another way to have mainmenu music. you make a ui folder then put ur music file should be named as gamestartup*.mp3 and * should the number of that song and it cycles between them each time u launch the game.
Thanks for the comment, I found that method while researching ways for main menu music to work for this video, however I couldn't get it to work, which is why I didn't bring it up.
Yo bro could you make a video on how to use IServerPluginCallback I can't for the life of me figure out how to use it
Thanks for the comment, however I haven't done anything involving server plugins before, so I really don't know what I'm doing in this regard, therefore I can't really help.
How to make the player's weapons stained with blood like in Black Mesa
Try taking a look at this: developer.valvesoftware.com/wiki/Viewmodel_Blood_Splatter_Overlay
@@TheMaster974
Thank you, but is there a way to fix the disappearance of blood while the flashlight is on?
I haven't encountered that issue, so I don't really know what to suggest, other than to make sure you have followed that guide correctly.
How can I implement death animations for npcs? And will they phase through solid geometry when the animation ends and they ragdoll?
You should be able to add death animations by playing them from within the Event_Killed function, they might cause the NPCs to phase through stuff but I'm not sure.
I'm trying to make custom voice lines fore my new portal mod and I cant get the subtitles to work
Are you following this for guidance: developer.valvesoftware.com/wiki/Closed_Captions
@@TheMaster974 tried to but when it comes to reading instructions I get easily get confused
The instructions seem fairly clear to me, however if you want my interpretation of what to do, look at the textbox with the format of closedcaption_english.txt in the previously linked guide. You would add closed captions by adding (to the Tokens section) something like: voice_line1 "Hello there!" then drag-and-drop the closedcaption_english.txt file onto the Source 2013 Singleplayer(or Multiplayer)/bin/captioncompiler.exe application. This creates a file called closecaption_english.dat, which needs to go in your mod's resource folder. You can define the sounds like voice_line1 by creating a file named game_sounds_.txt in your mod's scripts folder (and add that file name to game_sounds_manifest.txt) and adding custom sounds as outlined here (the top-most example): developer.valvesoftware.com/wiki/Soundscripts I know you said that reading instructions can get confusing, I hope this at least helps in some way!
@@TheMaster974 thanks I got it working now 👍