Re: Say Sounds (including Hybrid Edition) (3.1.0)
I know this plugin wasnt meant to play very long sounds, but I use it for such anyways. But the problem I seem to be getting can also be done with small sounds, too, if you time it properly.
The problem that _I_ get is that whenever a map ends and the server is about to switch maps, if someone triggers a sound, then the clients who begin playing that sound get timed out from the server as the map changes. I dont know where you would begin to fix this, perhaps by disabling sounds before a mapchange? Maybe if there was a global stopsound command you can give it a time duration and use it right before a mapchange. I dont know, but as it stands I keep losing players after a map change and they have msged me with this problem. |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
This timeouts are a TF2 specific problem, Valve knows about it and it will be fixed in the upcoming update next week... see here
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Re: Say Sounds (including Hybrid Edition) (3.1.0)
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Re: Say Sounds (including Hybrid Edition) (3.1.0)
Good day.
I'm with stupid question. gH0sTy, why you don't include content of this small gametype.inc into plugin source file? :) |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
So I tried out a random trigger
"Random" { "file1" "misc/omg.wav" "file2" "misc/wtfboom.mp3" "file3" "misc/pkfire.mp3" "file4" "misc/mine.mp3" "file5" "misc/choppa.wav" "file6" "misc/windows.wav" "file7" "misc/godzilla.wav" "file8" "misc/won.mp3" "count" "8" } works like a charm... running sm1.1 and saysounds 3.1.0 . If you are running the same thing then try to manually play the sound that doesnt play by typing play misc/sound.mp3 in your console. If it doesnt play then its a file problem and not a code problem. If it does, then I'm stumped. Might be a typo problem. |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
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I checked the property of that file, it is caused by the sample rate that Source engine cannot play. Source/2007 engine can only play 44.1kHz sample rate sounds, mine is 48kHz, that should be the reason. I strongly recommend that ghosty can add some comments for the file format which can be played in Source/2007 engine, in case my efforts wouldn't need to be repeated :P |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
hey everybody,
i have tried some weapon action sounds but they wont work. is this the right syntax? Code:
"xm1014" |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
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"file" "hedu_sounds/pumpgun.mp3" Don't use notepad or simple text editor. Use text editor with syntax highlight, like Notepad++ |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
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"file" hedu_sounds/pumpgun.mp3" it should be "file" "hedu_sounds/pumpgun.mp3" Also, not to be picky, but you have some other options there that arent needed, like prob 1 means it will always play when this happens, which is already 1 by default. download 1 is also default. admin is 0 by default. You seem to want to make things more complicated than they already are. |
Re: Say Sounds (including Hybrid Edition) (3.1.0)
thanks a lot,
i had overseen the activated inster key... most of the sounds are working now, but i have another question. Is it possible to play a action sound on blending a player...? Or to play a round end/mapend sound? |
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