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Module: Orpheu (v2.6.3)


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Lightokun
Member
Join Date: Oct 2009
Old 12-30-2010 , 13:42   Re: Module: Orpheu2.3a
Reply With Quote #641

Anyone can write me function like respawn_player(id)? Searched and found nothing.
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Arkshine
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Join Date: Oct 2005
Old 12-30-2010 , 14:00   Re: Module: Orpheu2.3a
Reply With Quote #642

Search in the tutorial section.
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Lightokun
Member
Join Date: Oct 2009
Old 12-30-2010 , 17:04   Re: Module: Orpheu2.3a
Reply With Quote #643

Quote:
Originally Posted by Arkshine View Post
Search in the tutorial section.
I read whole search results and found only kz_respawn which says me
Code:
war3ft.sma(224) : error 017: undefined symbol "OrpheuRegisterHookFromName"
And of cource i included #include <orpheu> in plugin.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-30-2010 , 17:19   Re: Module: Orpheu2.3a
Reply With Quote #644

If you want to respawn properly a player, there is a tutorial about that.

Anyway, all you need is to do is :

either set player's flag to DEAD_RESPAWNABLE + think, either using Ham_CS_RoundRespawn.
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BeasT
Senior Member
Join Date: Apr 2007
Location: Lithuania
Old 01-01-2011 , 16:33   Re: Module: Orpheu2.3a
Reply With Quote #645

Is it possible to create a method to check if entity is touching sky, using orpheu? If so could someone do it?
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padilha007
Senior Member
Join Date: Jul 2008
Old 01-05-2011 , 12:40   Re: Module: Orpheu2.3a
Reply With Quote #646

The Orpheus can change a player's name without needing to wait another round?
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Arkshine
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Join Date: Oct 2005
Old 01-05-2011 , 12:41   Re: Module: Orpheu2.3a
Reply With Quote #647

You don't need Orpheu. Also, I'm pretty sure VEN has already done such plugin.
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padilha007
Senior Member
Join Date: Jul 2008
Old 01-05-2011 , 13:03   Re: Module: Orpheu2.3a
Reply With Quote #648

[ OFF ] sorry for that =/
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Voi
Veteran Member
Join Date: Sep 2006
Location: Gdansk, Poland
Old 01-14-2011 , 18:56   Re: Module: Orpheu2.3a
Reply With Quote #649

May I kindly ask for code to disable the minimum speed check for playing footsteps ?

Here's the HLSDK code:
Quote:
void PM_UpdateStepSound( void )
{
int fWalking;
float fvol;
vec3_t knee;
vec3_t feet;
vec3_t center;
float height;
float speed;
float velrun;
float velwalk;
float flduck;
int fLadder;
int step;

if ( pmove->flTimeStepSound > 0 )
return;

if ( pmove->flags & FL_FROZEN )
return;

PM_CatagorizeTextureType();

speed = Length( pmove->velocity );

// determine if we are on a ladder
fLadder = ( pmove->movetype == MOVETYPE_FLY );// IsOnLadder();

// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( pmove->flags & FL_DUCKING) || fLadder )
{
velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
velrun = 80; // UNDONE: Move walking to server
flduck = 100;
}
else
{
velwalk = 120;
velrun = 210;
flduck = 0;
}

// If we're on a ladder or on the ground, and we're moving fast enough,
// play step sound. Also, if pmove->flTimeStepSound is zero, get the new
// sound right away - we just started moving in new level.
if ( (fLadder || ( pmove->onground != -1 ) ) &&
( Length( pmove->velocity ) > 0.0 ) &&
( speed >= velwalk || !pmove->flTimeStepSound ) )
{
fWalking = speed < velrun;

VectorCopy( pmove->origin, center );
VectorCopy( pmove->origin, knee );
VectorCopy( pmove->origin, feet );

height = pmove->player_maxs[ pmove->usehull ][ 2 ] - pmove->player_mins[ pmove->usehull ][ 2 ];

knee[2] = pmove->origin[2] - 0.3 * height;
feet[2] = pmove->origin[2] - 0.5 * height;

// find out what we're stepping in or on...
if (fLadder)
{
step = STEP_LADDER;
fvol = 0.35;
pmove->flTimeStepSound = 350;
}
else if ( pmove->PM_PointContents ( knee, NULL ) == CONTENTS_WATER )
{
step = STEP_WADE;
fvol = 0.65;
pmove->flTimeStepSound = 600;
}
else if ( pmove->PM_PointContents ( feet, NULL ) == CONTENTS_WATER )
{
step = STEP_SLOSH;
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
}
else
{
// find texture under player, if different from current texture,
// get material type
step = PM_MapTextureTypeStepType( pmove->chtexturetype );

switch ( pmove->chtexturetype )
{
default:
case CHAR_TEX_CONCRETE:
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_METAL:
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_DIRT:
fvol = fWalking ? 0.25 : 0.55;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_VENT:
fvol = fWalking ? 0.4 : 0.7;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_GRATE:
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_TILE:
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;

case CHAR_TEX_SLOSH:
fvol = fWalking ? 0.2 : 0.5;
pmove->flTimeStepSound = fWalking ? 400 : 300;
break;
}
}

pmove->flTimeStepSound += flduck; // slower step time if ducking

// play the sound
// 35% volume if ducking
if ( pmove->flags & FL_DUCKING )
{
fvol *= 0.35;
}

PM_PlayStepSound( step, fvol );
}
}
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Last edited by Voi; 01-14-2011 at 18:58.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 01-14-2011 , 19:15   Re: Module: Orpheu2.3a
Reply With Quote #650

Here it would be recommended to patch the memory but I'm not sure it will work. I mean, for you it won't work, but what you will hear from the others yes. It's like you can block the step sound by superceding PM_PlayStepSound but it won't work for you because it will played by the client but you won't hear the others' step sounds.
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