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Quake Sounds


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lamdacore
Member
Join Date: Aug 2005
Old 08-01-2007 , 04:45   Re: SM Quake Sounds
Reply With Quote #41

Just found a typo in your code

in OnPublicStart():

Code:
 cvarAnnounce = CreateConVar("sm_team_balance_announce", "1", "Announcemet preferences");
I think it should be like this:
Code:
cvarAnnounce = CreateConVar("sm_quakesounds_announce", "1", "Announcement preferences");
EDIT: I think I found out the names of the grenades and knifes in DoD:S ..
for grenades:
  • riflegren_ger
  • riflegren_us
  • frag_ger
  • frag_us

for kifes:
  • spade
  • amerknife
  • punch

Last edited by lamdacore; 08-01-2007 at 07:24.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-01-2007 , 09:15   Re: SM Quake Sounds
Reply With Quote #42

Quote:
Originally Posted by lamdacore View Post
Just found a typo in your code

in OnPublicStart():

Code:
 cvarAnnounce = CreateConVar("sm_team_balance_announce", "1", "Announcemet preferences");
I think it should be like this:
Code:
cvarAnnounce = CreateConVar("sm_quakesounds_announce", "1", "Announcement preferences");
Hehe....I didn't cut and plaste that from one plugin to another or anything....

Thanks. I will fix that tonight.

Quote:
Originally Posted by lamdacore View Post
EDIT: I think I found out the names of the grenades and knifes in DoD:S ..
for grenades:
  • riflegren_ger
  • riflegren_us
  • frag_ger
  • frag_us
for kifes:
  • spade
  • amerknife
  • punch
I found out that DOD:S was only $10 US so I downloaded it last night. I can probably put out a new release tonight with DOD:S support.

I will just conditionally play that sound in round start instead of round_freeze_end and change the weapon checks as well.
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craig306090
New Member
Join Date: Dec 2005
Old 08-01-2007 , 12:33   Re: SM Quake Sounds
Reply With Quote #43

Is it possible to add the one and only sound as well? I.e. when the only when 1 man is left on a team.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-01-2007 , 12:37   Re: SM Quake Sounds
Reply With Quote #44

Quote:
Originally Posted by craig306090 View Post
Is it possible to add the one and only sound as well? I.e. when the only when 1 man is left on a team.
Actually, the first plugin I ever wrote does that.

http://forums.alliedmods.net/showthread.php?t=58539
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-01-2007 , 21:38   Re: SM Quake Sounds
Reply With Quote #45

New Release 0.95
* added DOD:S support
* fixed announce cvar
* improved error handling

There is no headshot support in DOD:S that I could find. If anyone knows of a way to do this I will add it in.
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Hell Phoenix
Senior Member
Join Date: Jan 2005
Old 08-01-2007 , 22:12   Re: SM Quake Sounds
Reply With Quote #46

You might wanna look at what Tobi did in teh Hlstatsx plugin...he fixed headshot detection somehow for DoD:S.
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dalto
Veteran Member
Join Date: Jul 2007
Old 08-02-2007 , 01:22   Re: SM Quake Sounds
Reply With Quote #47

Quote:
Originally Posted by Hell Phoenix View Post
You might wanna look at what Tobi did in teh Hlstatsx plugin...he fixed headshot detection somehow for DoD:S.
It doesn't look like he logs headshots for DoD:S
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lamdacore
Member
Join Date: Aug 2005
Old 08-02-2007 , 02:47   Re: SM Quake Sounds
Reply With Quote #48

Great! Thanks for the quick update that supports DoD:S
I think headshots for DoD:S isn't necessary because this would make the sound spam in the game. Headshots in DOD:S can be done in a random matter with close range weapons really quickly. Those weaponst spread a lot that an accidentally headshot is given a hight chance, i think.

Edit:
Dalto, you did an update on the thread starting posting but not update the files to download, or is it just me? O_o

Last edited by lamdacore; 08-02-2007 at 02:52.
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GyroTarzan
Member
Join Date: Feb 2007
Location: Sweden
Old 08-02-2007 , 05:10   Re: SM Quake Sounds
Reply With Quote #49

Quote:
Originally Posted by dalto View Post
New Release 0.95
* added DOD:S support
* fixed announce cvar
* improved error handling

There is no headshot support in DOD:S that I could find. If anyone knows of a way to do this I will add it in.
Thanks dalto
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lamdacore
Member
Join Date: Aug 2005
Old 08-02-2007 , 05:58   Re: SM Quake Sounds
Reply With Quote #50

Sourcemod just printed some stuff in my server console:
Quote:
[SM] Native "GetClientTeam" reported: Client index 0 is invalid
[SM] Displaying call stack trace:
[SM] [0] Line 293, quakesounds.sp::EventPlayerDeath()
Quote:
[SM] Native "PrintToChat" reported: Client 1 is not in game
[SM] Debug mode is not enabled for "quakesounds.smx"
[SM] To enable debug mode, edit plugin_settings.cfg, or type: sm plugins debug 7 on
The first one is easily solved if you changed the code in function EventPlayerDeath:
Code:
if(GetClientTeam(attackerClient) == GetClientTeam(victimClient) && attackerId != victimId && GetConVarBool(cvarTK))M
                soundId = TEAMKILL;M
to:
Code:
if(attackerClient != 0 && victimClient != 0 && GetClientTeam(attackerClient) == GetClientTeam(victimClient) && attackerId != victimId && GetConVarBool(cvarTK))M
                soundId = TEAMKILL;M

The second one I think its better to use native function OnClientPutInServer and disable the timer stuff.
Code:
public OnClientPutInServer(client)
{
        if(GetConVarBool(cvarAnnounce))
                PrintToChat(client, "Say !quake or /quake to set your quake sounds preferences");M
}
Just my research on that. I hope it helps
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