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-   -   Sound for a hero (https://forums.alliedmods.net/showthread.php?t=209315)

Bladell 02-24-2013 04:52

Sound for a hero
 
1 Attachment(s)
I have the next code:
Code:

#include <superheromod>

// GLOBAL VARIABLES
new gHeroID
new bool:gHasNagatoPower[SH_MAXSLOTS+1]
new const gSoundPush[] = "shmod/shinra.mp3"
new const gSoundPain[] = "player/pl_pain2.wav"
new gPcvarCooldown,pradius,ppower,pdmg,pselfdmg
//----------------------------------------------------------------------------------------------
public plugin_init()
{
        // Plugin Info
        register_plugin("SUPERHERO Nagato", "1.3", "")

        // DO NOT EDIT THIS FILE TO CHANGE CVARS, USE THE SHCONFIG.CFG
        new pcvarLevel = register_cvar("nagato_level", "9")
        gPcvarCooldown = register_cvar("nagato_cooldown", "10")
        pradius = register_cvar("nagato_radius", "400")
        ppower = register_cvar("nagato_power", "600")
        pdmg = register_cvar("nagato_damage", "10")
        pselfdmg = register_cvar("nagato_selfdmg", "0")

        // FIRE THE EVENT TO CREATE THIS SUPERHERO!
        gHeroID = sh_create_hero("Nagato", pcvarLevel)
        sh_set_hero_info(gHeroID, "Shinra tensei", "Push enemies away")
        sh_set_hero_bind(gHeroID)
}
//----------------------------------------------------------------------------------------------
public plugin_precache()
{
        precache_sound(gSoundPush)
        precache_sound(gSoundPain)
}
//----------------------------------------------------------------------------------------------
public sh_hero_init(id, heroID, mode)
{
        if ( gHeroID != heroID ) return

        gHasNagatoPower[id] = mode ? true : false
}
//----------------------------------------------------------------------------------------------
public sh_client_spawn(id)
{
        gPlayerInCooldown[id] = false
}
//----------------------------------------------------------------------------------------------
public sh_hero_key(id, heroID, key)
{
        if ( gHeroID != heroID || key != SH_KEYDOWN || sh_is_freezetime() ) return
        if ( !is_user_alive(id) || !gHasNagatoPower[id] ) return

        if ( gPlayerInCooldown[id] ) {
                sh_sound_deny(id)
                return
        }

        force_push(id)
}
//----------------------------------------------------------------------------------------------
public force_push(id)
{
        if ( !is_user_alive(id) ) return

        new players[32], playerCount, victim
        new origin[3], vorigin[3], parm[4], distance
        new bool:enemyPushed = false

        new CsTeams:idTeam = cs_get_user_team(id)
        get_user_origin(id, origin)

        get_players(players, playerCount, "a")

        for ( new i = 0; i < playerCount; i++ ) {
                victim = players[i]

                if ( victim != id && idTeam != cs_get_user_team(victim) ) {

                        get_user_origin(victim, vorigin)

                        distance = get_distance(origin, vorigin)
                        distance = distance ? distance : 1        // Avoid dividing by 0

                        if ( distance < get_pcvar_num(pradius) ) {

                                // Set cooldown/sound/self damage only once, if push is used
                                if ( !enemyPushed ) {
                                        new Float:seconds = get_pcvar_float(gPcvarCooldown)
                                        if ( seconds > 0.0 ) sh_set_cooldown(id, seconds)

                                        emit_sound(id, CHAN_ITEM, gSoundPush, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)

                                        // Do damage to Nagato?
                                        new selfdamage = get_pcvar_num(pselfdmg)
                                        if ( selfdamage > 0 ) {
                                                sh_extra_damage(id, id, selfdamage, "Force Push")
                                        }
                                        enemyPushed = true
                                }

                                parm[0] = ((vorigin[0] - origin[0]) / distance) * get_pcvar_num(ppower)
                                parm[1] = ((vorigin[1] - origin[1]) / distance) * get_pcvar_num(ppower)
                                parm[2] = victim
                                parm[3] = id

                                // Stun enemy makes them easier to push
                                sh_set_stun(victim, 1.0)
                                set_user_maxspeed(victim, 1.0)

                                // First lift them
                                set_pev(victim, pev_velocity, {0.0, 0.0, 200.0})

                                // Then push them back in x seconds after lift and do some damage
                                set_task(0.1, "move_enemy", 0, parm, 4)
                        }
                }
        }

        if ( !enemyPushed && is_user_alive(id) ) {
                sh_chat_message(id, gHeroID, "No enemies within range!")
                sh_sound_deny(id)
        }
}
//----------------------------------------------------------------------------------------------
public move_enemy(parm[])
{
        new victim = parm[2]
        new id = parm[3]

        new Float:fl_velocity[3]
        fl_velocity[0] = float(parm[0])
        fl_velocity[1] = float(parm[1])
        fl_velocity[2] = 200.0

        set_pev(victim, pev_velocity, fl_velocity)

        // do some damage
        new damage = get_pcvar_num(pdmg)
        if ( damage > 0 ) {
                emit_sound(victim, CHAN_BODY, gSoundPain, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)

                if ( !is_user_alive(victim) ) return

                sh_extra_damage(victim, id, damage, "Force Push")
        }
}
//----------------------------------------------------------------------------------------------

This is the hero "Yoda".
Work fine, but I have a problem with the sound.I don't know why don't work.Maybe you can help me.
I want when I press a bind button all player's to hear "Shinra tensei" and after push him away and play the rest of the sound.So I want player to hear "Shinra Tensei" before push him away.

I don't know why this sound not work with this hero...maybe you can check.
Thanks !

Jelle 02-24-2013 09:53

Re: Sound for a hero
 
Use CHAN_VOICE instead.

Also make sure the sound quality is not too good. The HL engine won't play sounds unless they have a certain quality (very poor quality) I usually convert to 8 bit mono to make sure it will play.
Also it doesn't support .mp3 with emit_sound. You need to convert it to .wav.

Bladell 02-24-2013 10:06

Re: Sound for a hero
 
I don't know what I need to change...i really can't udnerstand :))
I will try with the sound, but I can't do anything with the code.

L.E:Can you make it to blind all player's in rage while the sound?

Jelle 02-24-2013 11:09

Re: Sound for a hero
 
Change:

PHP Code:

emit_sound(idCHAN_ITEMgSoundPushVOL_NORMATTN_NORM0PITCH_NORM

to

PHP Code:

emit_sound(idCHAN_VOICEgSoundPushVOL_NORMATTN_NORM0PITCH_NORM

To add a blind use sh_screen_fade:

PHP Code:

/**
 * Creates a screen fade on the client.
 *
 * @param id        The index of the client.
 * @param fadeTime    The time in seconds the fade lasts.
 * @param holdTime    The time in seconds the fade is held.
 * @param red        The red rgb color value of the fade. (0-255)
 * @param green        The green rgb color value of the fade. (0-255)
 * @param blue        The blue rgb color value of the fade. (0-255)
 * @param alpha        The alpha transparency value of the fade. (0-255)
 * @param type        The type of fade. (see superheroconst.inc)
 * @noreturn
 */
stock sh_screen_fade(idFloat:fadeTimeFloat:holdTimeredgreenbluealphatype SH_FFADE_IN

Example:
PHP Code:

sh_screen_fade(id1.01.0255255255255SH_FFADE_IN

Makes the screen white in a second. Add it just after the line with the emit_sound and the screen will fade to white for a second.

Bladell 02-25-2013 09:20

Re: Sound for a hero
 
Code:

emit_sound(id, CHAN_VOICE, gSoundPush, VOL_NORM, ATTN_NORM, 0, PITCH_NORM)
this do nothing.
Code:

sh_screen_fade(id, 1.0, 1.0, 255, 255, 255, 255, SH_FFADE_IN)
this make my screen white, not the player's screen who is in my range.

I'd like the player in my range to become deaf and blind.And if you can make something with the sound it woul be great. :D

Jelle 02-25-2013 19:10

Re: Sound for a hero
 
If you want to do it on the one you are attacking with the hero change "id" from sh_screen_fade to "victim" and it shows up at the one who you attacked.

The sound is not playing because it is an mp3 file. You need to convert it into a wav file and make it 8 bit mono audio.

Bladell 02-26-2013 13:00

Re: Sound for a hero
 
Quote:

Originally Posted by Jelle (Post 1900921)
Change:

PHP Code:

emit_sound(idCHAN_ITEMgSoundPushVOL_NORMATTN_NORM0PITCH_NORM

to

PHP Code:

emit_sound(idCHAN_VOICEgSoundPushVOL_NORMATTN_NORM0PITCH_NORM


The sound work...but I not understand what do this change.

Jelle 02-26-2013 15:46

Re: Sound for a hero
 
The change will change the channel from CHAN_ITEM to CHAN_VOICE.

Yingryn 03-07-2013 02:41

Re: Sound for a hero
 
friend it is same problem occur with me please give me reply if u find answer about it


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