I believe all this was covered in the other thread. You were correct from the start -- you do indeed need an event to attach your script to, and there is no such event that fires when a weapon is used to attack. The OnHit event is pretty much all you have -- and as you quite correctly observed, that won't meet the requirements here.
If PCs cannot be attacked with your custom weapon, you could theoretically set up a custom OnPhysicalAttacked script for every single possible target in your module (creatures, placeables, doors, everything) to check for that weapon and play a sound. However, that is
preposterously convoluted, and most likely not very practical.
Modifié par Invisig0th, 03 septembre 2010 - 11:35 .