quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009)
9 Attachment(s)
Quake Sounds [Revamped] Version: 2.7.5 Old Name: Quake Sounds Description The plugin plays sounds and displays text at certain events sometimes based on the number of kills. It currently includes by default two separate sound sets from Quake, a male set and a female set. The sounds and events can be configured. Changes From the Original
Supported Games:
Limitations and How to Change Them:
Installation
Configuration 1. for quakesoundslist.cfg "headshot" { "0" <– (NOTE: plays the sound for every head shot) Number of Kills required to play the sound { "standard" "quake/headshot.mp3" "female" "quake/female/headshot.mp3" "config" "0" } "1" <– Number of Kills required to play the sound { "standard" "quake/headshot.mp3" "female" "quake/female/headshot.mp3" "config" "0" } } "config" "" The field works as follows: 0: Off 1: Play sound to everyone 2: Play sound to attacker 4: Play sound to victim 8: Print text to everyone 16: Print text to attacker 32: Print text to victim You need to add the above values to get your value If you want to play sounds and text to everyone 1 + 8 = 9 If you want to print text to everyone but only want sounds to play for those involved: 2 + 4 + 8 = 14 2. for plugin.quakesounds.txt "headshot 1" <– 1 = Number of Kills required to play the sound { "#format" "{1:s},{2:s}" "en" "{1} Headshot" "de" "{1} Kopfschuss" "fr" "{1} aime les grosses têtes !!" } "headshot 3" <– 3 = Number of Kills required to play the sound { "#format" "{1:s},{2:s}" "en" "{1} Hattrick" "de" "{1} Hattrick" "fr" "{1} Tour du chapeau" } CVARS
To Do List (Future Features):
Thank You For Your Help: exvel - helped with define and negative integer question PM - helped with string referencing SirLamer - helped with string referencing psychonic - helped with TF2 support & DOD head shot support Sgt-Mess - Tested with CSS tcviper - fixed the join sound problem by changing the file name length psychonic - pointed out the client names may be up to 64 characters long psychonic - fixed client cookies problem psychonic - added !settings support Original plugin created by dalto |
Re: quake sounds [Revamped]
Any TF2 support?
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Re: quake sounds [Revamped]
Quickie version of the above with TF2 support added. Will delete attachment at Grrrrrrrrrrrrrrrrrrr's request and/or if integrated into the main plugin.
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Re: quake sounds [Revamped]
I dont get it. So what is the diff between this and the old one? Is it only the way config files are organized? Im using CSS. The old one is not bad, just very rare times I cant hear any sounds. Does your version fix that?
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Re: quake sounds [Revamped]
yes, it does. Basically, the new version has several bugs and logic issues fixed, is optimized for speed and memory, and has some configuration improvements. The logic issues are the biggest problem with the old version. (read the replies in the old version's post for examples)
I like the new version mainly because of how the plugin prioritizes events. And, I like the new configuration which makes everything editable. For example, the number of kills for head shots and combos. |
Re: quake sounds [Revamped]
cool then
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Re: quake sounds [Revamped]
I will do some testing with this since I've been waiting for someone to fix dalto's plugin for quite some time now. I remember there being one thing I could remember with daltos plugin, which was that the "Prepare to Fight" sound never played at the beginning of each round. Or it just wasn't included in his plugin. |
Re: quake sounds [Revamped]
is the dods head shots fixed in this version?
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Re: quake sounds [Revamped]
Grrrrrrrrrrrrrrrrrrr, I think the current method of setting game mod through recompiling is too tricky. You could simply use auto-detecting of game mods by the plugin. Something like this:
PHP Code:
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Re: quake sounds [Revamped]
@Sgt-Mess: The included quakesoundslist.cfg has everything disabled by default. So, did you edit the config for the events you wanted to enable?
@exvel: The problem with your code is that it compiles with code for every mod and runs repetitive if statements. I know there is a default define called build_dod, but I don't know what the default define is for other mods. This would be that same as your code but with define statements since the define is set by sourcemod. |
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