Re: Damage Sound
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Only problem is when you light the tank on fire. When it dies, the sound spams like crazy (quite lol) |
Re: Damage Sound
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Re: Damage Sound
That happens as well with TF2 when a pyro lights someone on fire. Also people can tell who is a disguesed spy by randomly shooting their team mates.
Thanks for the request in adding a menu in the future, that will be really great! |
Re: Damage Sound
Can you make a way for the sound to dissable on pyros, or to use a different sound, because it spams like crazy, and is REALLY annoying.
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Re: Damage Sound
Seems ok, approved :)
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Re: Damage Sound
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Re: Damage Sound
I apologize for the bump, but I am having some problems, I added:
sm_damagesound_path "misc/hitlo.wav" sm_damagesound_pitch "1" sm_damagesound_pitch_time "1.0" sm_damagesound_volume "0.8" To my listenserver.cfg, but they don't seem to be taking effect in the game. Typing them manually works, or executing the config once the map loads, but that is a pain to do all of the time. EDIT: It appears to lose the settings between maps too, and when people connect, they don't download the hit sound. Might wanna fix that. |
Re: Damage Sound
I don't know about listenservers but try to insert that stuff into your server.cfg or autoexec.cfg then it should be executed to 99%. If it then still does not work I try to find the bug.
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Re: Damage Sound
Tried, doesn't seem to stick. Thanks for the quick reply btw.
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Re: Damage Sound
Oddly I'm having the same problem on a listenserver when testing it out. It's retaining the very first cvar settings that were used when I first ran the plugin. No matter what I set the default to in the source, it gets changed to what it was when I first ran it. For example, if I set the default for sm_damagesound_pitch to 1 in the source and recompile, and then poll the cvar in game it shows: "sm_damagesound_pitch 0 (def 1)". It's like something is changing the cvar after the fact. Very odd, no other plugins do that, even on a listen server.
Anyway, the mod I'm using this on has very few shots before player death. I couldn't really hear the pitch increasing much before the player died, he was dead before it went up more than a few increments. So I increased the pitch counter to go up by 10 per hit instead of 1. The problem now is that in some very rare cases I'm going above 255 pitch and getting pitch out of bound errors. I tried limiting hitCounter to 255 as below, but not having much luck. Any ideas? Code:
if(GetConVarBool(cvar_soundpitch)){ EDIT EDIT: Figured out the listenserver issue as well, I didn't notice it writes its own config file... it's just pulling the original defaults that were first created in moddir/cfg/sourcemod/damagesound.cfg. I'm definitely a newb. :) Strikerman, modify or delete the config file and you'll be good. One feature I'd like to request is the ability for users to enable or disable the sound for themselves, possibly through a clientpref? So far, most users are thrilled with the mod, but a few find it annoying. |
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