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I think those apply to third person
The view model versions are handled by the note tracks in the anim. I think anyway
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So use a sound alias file to define your sounds, just copy one, rename it and put it in "mods/yourmod/soundaliases"
well note tracks need to firstly be defined in the anims, which i assume is already done
Now to use those note tracks, you need a sound alias for the sounds. You will also need to link the note tracks to the sound aliases in the weapon file
So use a sound alias file to define your sounds, just copy one, rename it and put it in "mods/yourmod/soundaliases"
Remove everything from the file except the header line, and put your sounds in there. Make sure to name them, eg M40a3_rechamer
Then in your weaponfile you need to link the two, so youll need to use toms xanin tool, to see the note tracks names (or open in a text editor), lets assume its the same as our example M40a3_rechamber
So in the weapon file you would add this to note tracks
M40a3_rechamber M40a3_rechamber
Sounds can be tricky, if you get stuck keep coming back here and ill try to advise
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You are not suppose to put it in your mods folder, it should go in raw/soundaliases. Then in your mod.csv put sound,yoursoundaliasesfile,,all_mp

I think you understood. I know how to make the sounds usable, I just don't know what "end" and "start" means. Since there's no actual sounds for the snipers in the cod 4 raw files, I don't know if "start" is a bolt reload, a bullet reload, etc

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I think you understood. I know how to make the sounds usable, I just don't know what "end" and "start" means. Since there's no actual sounds for the snipers in the cod 4 raw files, I don't know if "start" is a bolt reload, a bullet reload, etc