LongJump Sound
5 Attachment(s)
http://gf.hldm.org/wp-content/upload...2/lj_sound.jpg
Plugin make 'Sound' when player doing longjump, like in Opposing Force If you have Opposing Force, just copy pow_big_jump.wav from gearbox/sound/ctf to valve/sound/misc If not, download and copy that wav to valve/sound/misc |
Re: LongJump Sound
Check if entity is on ground. Should fix the problem.
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Re: LongJump Sound
a longjump plugin, and from Gordon Freeman himself. that's awesome :D !!
but, just a question, should it work in counter-strike ? cause there is a longjump module in some maps, and in CSDM too. regards. |
Re: LongJump Sound
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Bug fixed, finnaly :) I used player's model's frame. And it work! Fakemeta has very interesting functions. PS: Play with p_longjump.amxx plugin ;) Quote:
LongJump sequence in HL is 9, in CS is 7 :D |
Re: LongJump Sound
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Re: LongJump Sound
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Re: LongJump Sound
GordonFreeman (RU), GJ.
Can you make a plugin to remove longjump sound from Opposing Force? :D |
Re: LongJump Sound
I think that proper way is to hook Ham_Player_Jump as post and there check if m_IdealActivity (or m_Activity) is equal to ACT_LEAP and frame (or gaitsequence) is equal to 0.
From HLSDK : Code:
void CBasePlayer::Jump() Code:
// Set the activity based on an event or current state So in Jump hook post, you come right after SetAnimation( PLAYER_SUPERJUMP ). |
Re: LongJump Sound
Done.
Thanks for KORD for offsets |
Re: LongJump Sound
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Also, you don't need to create act and frame vars because you only use their value once. You should name offset and sequence for readability (const or define). So, works the way i suggested ? |
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