[ANY] Saysounds (Redux)
3 Attachment(s)
This is a simple rewrite of saysounds/hybrid edition. I wasn't happy with all of the junk in that plugin that I never used/needed, and the poor performance resulting from it. The sound info library was terrible as well, so I removed it. The server doesn't even need the sound files if you use the client play mode. This is a pretty basic plugin, it loads your sounds and creates menus. Should have most of the same functionality of the old plugin.
I think this will work on any mod, let me know if anything's not working. Requirements: Code:
Clientprefs Code:
sm_saysounds_enable (1) - enable/disable the sound hooks Code:
sm_sound_ban <target> - ban or unban a player from using saysounds Config file: Your old saysounds/hybrid edition config file should be compatible, but there are some changes. Code:
"Sound Combinations" Players can pick to disable hearing sounds by using the !settings menu. Changelog: Code:
1.0 - initial release |
Re: Saysounds (Redux)
Great. I'm gotta test it as soon as possible. The previous hybrid version didn't work on my server sometimes. Thanks! :D
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Re: Saysounds (Redux)
good luck, i fixed some bugs some players noticed on my servers. probably are not many more. Because I forgot to zero out the cookies, players were getting saysound bans randomly, should be fixed in the 1.2 version.. I also changed the cookie so that old players will be unbanned/reset (sorry), along with the menu thing to play infinite sounds :3
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Re: [ANY] Saysounds (Redux)
I think it is working fine, bud it would be great if you add few small things.
First, after a person have used the saysound up to the limit, printing something like "sorry, you have used all of your saysounds!" Second, telling how much seconds left until you can use another saysound, like "Wait # seconds to use saysound again!" I think these functions were in the original version :P |
Re: [ANY] Saysounds (Redux)
It's easy to add a wait notification, but I didn't. Might be useful if your delays are really long, but i just set them to prevent spam. Also, once they run out or are on cooldown, I don't bother to process their text because I already know they have no sounds left. Seems a bit wasteful to process text just to find out if they tried to trigger a word, just to tell them no.
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Re: [ANY] Saysounds (Redux)
This might be a cool alternative. I am missing only one Feature, that would make me to choose Ghostys Saysounds over yours:
Downloadlimiter. Ghostys Plugin has a cvar to limit how many soundfiles will be downloaded at one time. This is very handy to reduce the waitingtime for clients or to disable downloading at all for large Custommaps. Please think about such a feature =) |
Re: [ANY] Saysounds (Redux)
Two little things:
1. Could you use [SM] instead of [sm]? It looks weird :P 2. I use the console say sometimes, and if you write a trigger, the plugin will give some errors regarding 0 being invalid. If you could ignore the console's trigger it would be good, but if you could let the console trigger sounds like an admin it would be awesome. |
Re: [ANY] Saysounds (Redux)
[Sound] S_StartSound(): Failed to load sound 'misc\sks\drum.mp3'. Can't create mixer.
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Re: [ANY] Saysounds (Redux)
Didn't think about processing sounds as console, i'll look into that.
Can't create mixer is due to csgo iirc. I would have to add in support for emitsoundany or prefix a * to playgamesound. I'll add this in when I have some spare time. As for downloading the files.. There is no way to know what client has what files. You could cycle packs and use playgamesound or something each map, so that it takes players a few maps to get all the sounds, but it would be random. Wince there is no music or karaoke supported, I figured downloading them all would be OK as they will be small files. |
Re: [ANY] Saysounds (Redux)
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