AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Scripting Help (https://forums.alliedmods.net/forumdisplay.php?f=11)
-   -   [ H3LP ] TakeDamage Sound Block (https://forums.alliedmods.net/showthread.php?t=299103)

DarthMan 07-03-2017 07:11

[ H3LP ] TakeDamage Sound Block
 
So i have this set of sounds.

Code:
new const g_szSound[][] =   {     "sound/player/pl_jumpland2.wav",     "sound/player/pl_fallpain1.wav",     "sound/player/pl_fallpain2.wav",     "sound/player/pl_fallpain3.wav",     "sound/common/bodysplat.wav" }

Any way I can block these sounds from being played when?
Those are damage sounds when the player falls.
Thanks !

HamletEagle 07-03-2017 07:57

Re: [ H3LP ] TakeDamage Sound Block
 
Try with FM_EmitSound.

DarthMan 07-03-2017 08:06

Re: [ H3LP ] TakeDamage Sound Block
 
Quote:

Originally Posted by HamletEagle (Post 2533111)
Try with FM_EmitSound.

I did, but it doesn't work.

Code:
public FwdEmitSound( id, iChannel, const szSound[ ], Float:fVol, Float:fAttn, iFlags, iPitch ) {     if(!g_IsThisTheMap)         return FMRES_IGNORED;         for(new i = 0; i < sizeof(g_szSound); i++)     {         if( containi(szSound, g_szSound[i]) != -1 )           {               forward_return(FMV_CELL, 0)               return FMRES_SUPERCEDE;         }       }     return FMRES_IGNORED; }

Craxor 07-03-2017 09:17

Re: [ H3LP ] TakeDamage Sound Block
 
try equali insteand of containi, and show the whole code, also did you make some debug tests to see if your public is called ?

DarthMan 07-03-2017 09:30

Re: [ H3LP ] TakeDamage Sound Block
 
Quote:

Originally Posted by Craxor (Post 2533131)
try equali insteand of containi, and show the whole code, also did you make some debug tests to see if your public is called ?

This is the whole code that must block the sounds.
If u mean the global var and other stuff, then that's part of a private plugin that I can sadly not share. If I could, I would.

Craxor 07-03-2017 09:39

Re: [ H3LP ] TakeDamage Sound Block
 
Don't ignore what i'm saying.

1. Post the whole code ( plugin init register_forward Fm_EmitSound registration) + Use equali insteand of containi() + Do some debugs tests to see if your public is called, if someone give you an advice read the whole reply!

DarthMan 07-03-2017 10:00

Re: [ H3LP ] TakeDamage Sound Block
 
Quote:

Originally Posted by Craxor (Post 2533134)
Don't ignore what i'm saying.

1. Post the whole code ( plugin init register_forward Fm_EmitSound registration) + Use equali insteand of containi() + Do some debugs tests to see if your public is called, if someone give you an advice read the whole reply!

Yeah ik but 99% fo the time, no matter what I do and what issue I ahve and how ti can be solved, ppl always tell me to post the whole code and not just what points to that function, and they give reasons that everytime u ask for help even if u ask for a certain fucntion, there can be ppl looking for stuff that u made so it's usefull to post the whole code all the time and if possible, even release it on the forum and wait for approval. Reason y I can't do this is ebcause if i would do that then i'll kinda be forced to release my whole maxMod set of plug-ins on the web because ppl would always ask for the whole code. I only post the whole code when I feel it's rly necessary and has to do with my issue, else there simply is no need to. If 100% of all plugins ever made in the world were on allied, then everyone could benefit from them and a lot fo servers will lose players because they would copy the other servers. Some people want to do private stuff in order to attract ppl, because they would nowhere else find that stuff.

DarthMan 07-03-2017 10:07

Re: [ H3LP ] TakeDamage Sound Block
 
Quote:

Originally Posted by Craxor (Post 2533134)
Don't ignore what i'm saying.

1. Post the whole code ( plugin init register_forward Fm_EmitSound registration) + Use equali insteand of containi() + Do some debugs tests to see if your public is called, if someone give you an advice read the whole reply!

Code:
 public plugin_init() {     register_plugin(PLUGIN, VERSION, AUTHOR)         if (!g_IsTFC)         FallDamage();     else     {         RegisterHam(Ham_TakeDamage, "player", "hw_TakeDamage", 0);         register_forward( FM_EmitSound, "FwdEmitSound" );     }         GetChecks(); }


Code:
public FwdEmitSound( id, iChannel, const szSound[ ], Float:fVol, Float:fAttn, iFlags, iPitch ) {     if(!g_IsThisTheMap)         return FMRES_IGNORED;         for(new i = 0; i < sizeof(g_szSound); i++)     {         if( containi(szSound, g_szSound[i]) != -1 )           {               forward_return(FMV_CELL, 0)               return FMRES_SUPERCEDE;         }       }     return FMRES_IGNORED; }

HamletEagle 07-03-2017 10:48

Re: [ H3LP ] TakeDamage Sound Block
 
Do some debug to see if EmitSound is called for your sounds.

DarthMan 07-03-2017 11:30

Re: [ H3LP ] TakeDamage Sound Block
 
Quote:

Originally Posted by HamletEagle (Post 2533150)
Do some debug to see if EmitSound is called for your sounds.

Good idea, I will try that, but I guess the problem is that those are client-side sounds so they can not be blocked.


All times are GMT -4. The time now is 23:10.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.