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-   -   AMX Voice Proximity (https://forums.alliedmods.net/showthread.php?t=44978)

Wilson [29th ID] 09-19-2006 00:23

AMX Voice Proximity
 
1 Attachment(s)
Plugin with more features and higher efficiency: https://forums.alliedmods.net/showthread.php?t=170297

DESCRIPTION
The long awaited voice proximity plugin is finally released. This plugin forces voice communication only to players within a certain radius of the speaker, which makes it so you cannot communicate to players accross the map; but rather within "speaking range," which is a distance defined in a cvar. This also allows communication between teams if the players are within proximity.

This plugin has been tested in realism-based scrimmages and has proven to change the gameplay entirely. It really makes you depend on individual squad leadership, and takes the game to the next level. I don't know of any other game that has a feature like this.

Try this plugin in a scrimmage - you'll love it.

I must give credit to Twilight Suzuka as she originally came up with the idea but could not get it working.

USAGE
amx_voiceprox <1/0>
Enables or Disables the plugin
amx_voiceprox_distance #
Defines how far away you can be from a player to hear them speaking (Default 1300)

k007 09-19-2006 01:24

Re: AMX Voice Proximity
 
seems nice ill test it
edit: want to add FCVAR? to the cvars? ?

XxAvalanchexX 09-19-2006 01:27

Re: AMX Voice Proximity
 
Have you tried this on a full 32 player server? It seems like it would lag the server.

Lord_Destros 09-19-2006 01:39

Re: AMX Voice Proximity
 
Meh, will probably be used by quite a few TS servers along with existing talk area plugins.....

Wilson [29th ID] 09-19-2006 03:00

Re: AMX Voice Proximity
 
Quote:

Originally Posted by XxAvalanchexX (Post 382650)
Have you tried this on a full 32 player server? It seems like it would lag the server.

Yes I have - it doesn't seem to lag it at all.

VEN 09-19-2006 05:57

Re: AMX Voice Proximity
 
You could use get_distance_f or vector_distance natives instead of vecdist function to improve performance.

Zenith77 09-19-2006 21:03

Re: AMX Voice Proximity
 
I wonder, if any of you ever used a mod that attaches your view to an entity (i.e. fireworks++), you'll notice that the engine basically emit_sounds()'s a player s voice, creating a cool "proximity" effect, if it would be possible to replicate this.

Wilson [29th ID] 09-20-2006 00:07

Re: AMX Voice Proximity
 
Zenith I have a feeling that's not 100% correct because the way voice communication works in HL is through a stream rather than saving it as a wav and playing it.

If you can show me otherwise that would be tremendous - I'd spend months coding it if I knew it was possible.

Zenith77 09-20-2006 12:28

Re: AMX Voice Proximity
 
Read my post again, I said when your view is in another place (i.e. attached to a firework in fireworks++), then it will get a proximity effect, and it seems as if the engine does something else with the voice, as if you where to emit_sound() it (I'm not saying this what the engine does, just that it has that effect).

Bo0m! 09-20-2006 14:27

Re: AMX Voice Proximity
 
Shouldn't these be unapproved if they aren't working?
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