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-   -   [Orpheu] Silent Footsteps including jump/water sounds (+ natives) (https://forums.alliedmods.net/showthread.php?t=229909)

ConnorMcLeod 11-16-2013 16:28

[Orpheu] Silent Footsteps including jump/water sounds (+ natives)
 
6 Attachment(s)
natives :
  • o_get_user_footsteps(index)
  • o_set_user_footsteps(index, silent=0)

Code :
Spoiler


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"


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