Additional Step 2: Hitsound Sets

customize and switch between your hitsound sets.

all these informations can be applied to killsounds as well.

DEFAULT : 1 hitsound (using DefaultDing).



: 1 hitsound (using DefaultDing). BEEPO : 1 hitsound.



: 1 hitsound. VORTEX : 5 hitsounds.



: 5 hitsounds. ELECTRO : 3 hitsounds.



: 3 hitsounds. NOTES : 10 hitsounds.



: 10 hitsounds. PERCUSSION : 5 hitsounds.



: 5 hitsounds. RETRO : 5 hitsounds.



: 5 hitsounds. SPACE : 1 hitsound.



: 1 hitsound. SQUASHER : 1 hitsound.



: 1 hitsound. ALL KILLSOUND SETS : 1 killsound.



: 1 killsound. The SYNTH hitsound set is unused.

IF THE NUMBER OF HITSOUNDS YOU HAVE MATCHES THE NUMBER OF HITSOUNDS OF THE SET

IF THE NUMBER OF HITSOUNDS YOU HAVE IS HIGHER THAN THE NUMBER OF HITSOUNDS OF THE SET

IF THE NUMBER OF HITSOUNDS YOU HAVE IS SMALLER THAN THE NUMBER OF HITSOUNDS OF THE SET

Now that the hitsounds and killsounds are all whitelisted on sv_pure 1 servers, it is now possible to use hitsound sets with custom hitsounds and to change between them on the go. In this section, I explain to you how toPlease note that while I will talk about hitsounds in this question,To customize your hitsound set, you need to know two important informations:Here is a friendly list that will allow you to answer to that question:Considering this information, we now have 3 cases to consider.I'll use an example to better explain these cases. Let's say I have four hitsounds waiting to be used in-game.Now let's review the cases.It's not the case here, but if by chance you have 5 hitsounds and want to use the Percussion hitsound set, you won't have to script anything: indeed, by naming your 5 hitsounds "hitsound_percussion1.wav", "hitsound_percussion2.wav" and so on, you will be doing exactly the same manouver you were doing before 2015 and "hitsound.wav", only with more hitsounds. Thus, copy your hitsounds, rename them accordingly and you're done.We saw that case before:If, in my example, I wanted to use the Electro hitsound set, this hitsound set only has 3 default hitsounds, and I have 4 of them.I will thus have to script and to enter an additional wave to take in account the 4th hitsound. I can name this hitsound whatever I want, butJust like this:This one is trickier. If I wanted to use the Retro hitsound in my example, this hitsound set has 5 default hitsound, and I only have 4 of them.One thing I could do to solve this problem is to simplyand rename it "hitsound_retro5.wav" to match the number of default hitsounds. Just like this:This could be a way to do it, but you quickly see the problem. If I went in-game in this configuration, one of my hitsound, in this case the 1st one, would play more often than the others. You can play with this solution to make some hitsounds rarer than others, just like you would do with simple copypasting when building your hitsound set.However, if you want all of your hitsounds to have the same rate of appearance, this can't be a solution. The correct way would thus be toto go over the cap number of default hitsounds and then to script to add all of the additional hitsounds.The end result would look like this, once again with the names matching and having the possibility of being custom passed the default hitsound cap point.Now, you can count two of each hitsound: that will mean that they will play with an equal rate of randomization in your game.And there you go! Now you can edit your hitsound sets the way you want!