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-   -   quake sounds [Revamped] (Version 2.7.5 / Updated July 18, 2009) (https://forums.alliedmods.net/showthread.php?t=91385)

Grrrrrrrrrrrrrrrrrrr 04-30-2009 16:18

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
  • Added: client preferences (AKA: cookies or clientprefs)
  • Removed: keyvalues for client settings
  • Fixed bugs & optimized (The original does not work properly)
  • Changed: how quakesoundslist.cfg is read and configured
  • Changed: how plugin.quakesounds.txt is configured
  • Added: DOD head shot support
  • Added: Client preferences menu support (!settings)


Supported Games:

  • Counter Strike:Source
  • Day of Defeat:Source
  • Half Life 2: Deathmatch
  • Team Fortress 2
  • others are unsupported, but you may try this plugin using the "_other.sp" version

Limitations and How to Change Them:
  • Number of Sets (default 5): in quakesounds.sp change #define MAX_NUM_SETS 5
  • Number of sound files (default 102): in quakesounds.sp change #define MAX_NUM_FILES 102


Installation
  1. Pick one of the attached .sp files based on the game your server runs.
    quakesounds_css.sp
    quakesounds_dods.sp
    quakesounds_hl2dm.sp
    quakesounds_tf2.sp
  2. put sm_quakesounds.cfg in cstrike/cfg/sourcemod
  3. extract "quake.zip" and put the generated folder called "quake" in cstrike/sound
  4. put plugin.quakesounds.txt in cstrike/addons/sourcemod/translations
  5. put quakesoundslist.cfg in cstrike/addons/sourcemod/configs
  6. compile quakesounds_<game>.sp in the forum by clicking the "Get Plugin" link
  7. put the generated quakesounds_<game>.smx in cstrike/addons/sourcemod/plugins

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
  • sm_quakesounds_version: The version number
  • sm_quakesounds_enable [1/0]: Enables the plugin
  • sm_quakesounds_announce: Enables the plugin announcement
  • sm_quakesounds_text: The default text setting for new users
  • sm_quakesounds_sound: The default sound setting for new users


To Do List (Future Features):
Changelog
  • 2.7.5 - fixed a coding error. psychonic has been added as an author.
  • 2.7 - fixed some text display bugs and file and name length fixes
  • 2.61 - fixed client preferences support (!settings)
  • 2.60 - Text display fix
  • 2.50 - fixed client cookies problem [This is an important update]
  • 2.40 - fixed the join sound and client name problem by changing the file name length [This is an important update]
  • 2.30 - added a client check
  • 2.20 - fixed a logic issue [This is an important update]
  • 2.10 - fixed maxclients problem and stopped first blood sound playing for team kills
  • 2.00 - a fully working release
  • 1.02 beta - added DOD head shot support [Still needs testing]
  • 1.01 beta - added TF2 support bitches [Still needs testing]
  • 1.00 beta - Created plugin [Still needs testing]

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

FredJed223 04-30-2009 17:02

Re: quake sounds [Revamped]
 
Any TF2 support?

psychonic 04-30-2009 19:25

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.

shustas 05-01-2009 13:13

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?

Grrrrrrrrrrrrrrrrrrr 05-01-2009 13:39

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.

shustas 05-01-2009 14:15

Re: quake sounds [Revamped]
 
cool then

Sgt-Mess 05-01-2009 19:56

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.

silentpaul 05-02-2009 00:03

Re: quake sounds [Revamped]
 
is the dods head shots fixed in this version?

exvel 05-02-2009 03:27

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:

decl String:gameName[80];
GetGameFolderName(gameName80);
    
if (
StrEqual(gameName"cstrike"))
{
    
// stuff for CS
}
else if (
StrEqual(gameName"dod"))
{
    
// stuff for DoD
}
else if (
StrEqual(gameName"tf"))
{
    
// stuff for TF
}
else if (
StrEqual(gameName"hl2mp"))
{
    
// stuff for HL2
}
else
{
    
// stuff for all other mods,
    // or you can force plugin to SetFailState here 
    // if other mods are not supported



Grrrrrrrrrrrrrrrrrrr 05-02-2009 05:23

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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