Re: Say Sounds (including Hybrid Edition) (3.1.0)
working now
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Re: Say Sounds (including Hybrid Edition) (3.1.0)
Is there a way to stop a sound regardless of duration and play another sound? Like, if I played a sound that was 2minutes long duration, stopped it, and wanted to play another sound, I have to wait till the 2minutes ends. How do I bypass this without taking off the duration and making the sounds overlap? Like, a global !stopsound command that works for everyone? :3
Still waiting on extra parameters! -suicide - eat sandwhich- tauntkill- |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
Just a little update after doing further testing.........
In TF2 at least, I have now tested the 3.1.0 on 2 SM 1.0 windows servers and a separate linux server. The plugin definitely stops working and bugs out after maybe 20-40 times(somewhere in there) of use. Its definitely the 3.1.0 version cause I just tested the previous version 3.0.9, and it doesnt seem to happen. So whatever was changed in 3.1.0 is screwing up in tf2. 3.0.9 *SEEMS* to work, although its still mild testing. Im gonna load it on the server later and we will see. I have not yet tested the same issue in dods server, but on my own windows test server, 3.1.0 seemed to work in dods. However, that was with very little testing. I will say, I run many plugins on the tf2 servers, so it may be conflicting with something else? Who knows.......but 3.0.9 *seems* to work. |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
I was strolling though this and didn't notice my question, but im guessing I know the answer.
This won't work in L4D since its 1.2, right? |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
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As you run this plugin on a TF2 server I have 2 questions. Do you run version 3.1.0 and do you have the same problems retsam has ? Quote:
Quote:
The plugin loaded without any errors but if a client connects to your server he will end up on a black screen while he is downloading the sounds so there seems to be no window with a progress bar etc like in tf2, css and other mods/games. If I want to play a sound I get Code:
S_StartSound: Failed to load sound 'misc\saysounds\laughevil02.wav', file probably missing from disk/repository |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
Whatever. 3.0.9 works so... Ill just have to use that.
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Re: Say Sounds (including Hybrid Edition) (3.1.0)
Quote:
I run sourcemod 1.1 and saysounds 3.1.0 on a linux server and I dont have a problem. My players spam sounds 50 of them at a time and its effortless and seamless and the plugin acts fine. I have a key binded to 1 of the sounds and I can rapidly press it (time between sounds set to 0) and each press will result in a sound. I can do this past 500 times. This isnt what we do in normal games, I was just trying to get the plugin to lock up, but couldnt. Maybe retsam should upgrade to SM 1.1? My pyro taunt now plays a ryu houdouken sound when it kills someone. :D if you want to check it out the ip is 69.12.25.110:27015 . Its a new server so its not often populated but I am usually there after I get off of work around 11pm Central Time. |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
Hi gH0sTy, my saysounds.cfg is as follows:
Code:
"Sound Combinations" Code:
// This file was auto-generated by SourceMod (v1.1.0) (do i have to put sound files in "sound/misc/..." directory explicitly or they cannot be played?) |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
all right, seems sound can be played but only the first sound file can be played, as I config like this:
Code:
"Sound Combinations" |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
Quote:
play joinserver/delune.mp3 If this doesnt make your client manually play the song to himself, then there is something wrong with the sound. Either it was faultily uploaded (has happend to me quite a few times, changing the name and reuploading always works) named something different or its in an incompatible format. There should be an error message to determine which of those it is. I personally have not tried using a multiple join sound and havent tried using random sounds for the same trigger even though I have dozens of them, but I'll try it out later and see if I cant help you. |
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