Credits : Seems arkshine has already used a similar method using SVC_NEWMOVEVARS, "les grands esprits se rencontrent"
micapat
11-16-2013 19:12
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Good job !
yokomo
11-16-2013 22:05
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Ahha finally you share this in AM, nice bro :)
KORD_12.7
11-17-2013 14:05
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Can we with SV_WriteMovevarsToClient change skyname for players without reconnect?
ConnorMcLeod
11-17-2013 16:00
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
No, this is exactly same as change cvar, but for example you could set different sky to connecting players.
Updated, remove task from putinserver and send message at client_connect instead.
wAyz
11-24-2013 07:38
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Amazing plugin. Is it possible to put it like that: Player A (Spectator) can hear footsteps of Player B (Spectated Player)?
+karma
ConnorMcLeod
11-24-2013 08:30
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
No with the way i used.
Should be possible hooking PM_PlaySound or PlayerStepSound don't remember which one, but on latest build the function has been split at compilation, making it hard to be hooked.
micapat
11-25-2013 19:18
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Just a small suggestion: it will be nice if you can test in the native "set_user_footsteps" the new value with the old one, to avoid to send a useless message.
I know that it's possible to get the current value with "get_user_footsteps", but then it will need to call 2 natives each time.
ConnorMcLeod
11-26-2013 01:18
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Done, thanks for suggestion.
Nax0ne
05-06-2016 20:59
Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
This gave me error:
"New message started when msg '44' has not been sent yet"