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-   -   Make sound on triplaser mode (https://forums.alliedmods.net/showthread.php?t=245224)

wicho 07-29-2014 22:42

Make sound on triplaser mode
 
1 Attachment(s)
Hi everybody, well i use the namemodes ot_207 my question is in what part of the code i need to edit to make a especial sound but only on triplaser mode and in the smoke nade, i mean make a sound when the owner or the opposing team touch the line of triplaser mode in smoke nade only.. thx in advance

code:

wicho 08-17-2014 20:59

Re: Make sound on triplaser mode
 
Bump, someone know?

Is in this part or not?

PHP Code:

case TRIP_ATTACHED:
                {
                    static 
loop[6][2] = { {21}, {2, -1}, {01}, {0, -1}, {11}, {1, -1} }
                    
// Search in order: +Z axis -Z axis +X axis -X axis +Y axis -Y axis
                    
                    
for (new i6i++)
                    {
                        
xs_vec_copy(originpoint)
                        
                        
point[loop[i][0]] = origin[loop[i][0]] + (2.0 float(loop[i][1]))
                        
                        
engfunc(EngFunc_TraceLineoriginpointIGNORE_MONSTERSentg_ptrace[TH_TRIP])
                        
                        
get_tr2(g_ptrace[TH_TRIP], TR_flFractionfraction)
                        
                        if (
fraction 1.0)
                        {
                            
hit get_tr2(g_ptrace[TH_TRIP], TR_pHit)
                            
                            if (!
is_attachable_surface(hit))
                            {
                                
set_grenade_type(entNADE_DUD)
                                return 
HAM_IGNORED
                            
}
                            
                            
get_tr2(g_ptrace[TH_TRIP], TR_vecPlaneNormalnormal)
                            
                            
set_trip_grenade_attached_to(enthit)
                            
                            
// Calculate and store fly velocity.
                            
xs_vec_mul_scalar(normalfly_speedtemp)
                            
set_trip_grenade_fly_velocity(enttemp)
                            
                            
// Calculate and store endpoint.
                            
xs_vec_mul_scalar(normaldetect_distancetemp)
                            
xs_vec_add(temporiginend)
                            
                            
// Trace to it
                            
engfunc(EngFunc_TraceLineoriginendIGNORE_MONSTERSentg_ptrace[TH_TRIP])
                            
get_tr2(g_ptrace[TH_TRIP], TR_flFractionfraction)
                            
                            
// Final endpoint with no possible wall collision
                            
xs_vec_mul_scalar(normal, (detect_distance fraction), temp)
                            
xs_vec_add(temporiginend)
                            
set_trip_grenade_end_origin(entend)
                            
                            
xs_vec_mul_scalar(temp0.5temp)
                            
xs_vec_add(temporigintemp)
                            
set_trip_grenade_middle_origin(enttemp)
                            
                            
set_trip_grenade_arm_time(entarm_time)
                            
                            
play_sound(entDEPLOY)
                            
                            
entity_set_vector(entEV_VEC_velocityFloat:{0.00.00.0}) // Stop if from moving
                            
                            
entity_set_int(entEV_INT_sequence0// Otherwise, grenade might make wierd motions.
                            
                            
vector_to_angle(normalnormal)
                            
                            
entity_set_vector(entEV_VEC_anglesnormal)
                            
                            
set_trip_grenade_mode(entTRIP_WAITING)
                            
                            
set_task(0.1"trip_activation"ent)
                            
                            return 
HAM_IGNORED
                        
}
                    }
                    
                    
// If we reach here, we have serious problems. This means that the grenade hit something like a func_breakable
                    // that disappeared before the scan was able to take place. Now, the grenade is floating in mid air. So we just
                    // kaboom it!!!
                    
                    
make_explode(ent)
                    
                    if (
NadeRace:get_grenade_race(ent) == GRENADE_SMOKEGREN)
                    {
                        
entity_set_int(entEV_INT_flagsentity_get_int(entEV_INT_flags) | FL_ONGROUND)
                    }
                    
                    return 
HAM_IGNORED
                




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