Re: Sank Sounds (Luke Sankey) (v1.7.1)
i want snd_delay to be 0 but i want after 3 any consecutive sounds,nomatter what player plays them to display a message at any sounds from list and after 4 messages sounds can be hear again.
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Re: Sank Sounds (Luke Sankey) (v1.7.1)
Hi!
I want to know if is there anyway to hide the keywords when the delay time is remaning. And only show the keywords when the delay time end. So what I want is to HIDE the word that Will not be alble to play because the delay is configured to not allow them play. If anyone can help me with this I will be greatfull :) Thanks in advance |
Re: Sank Sounds (Luke Sankey) (v1.7.1)
the fastest solution is to replace:
Code:
if ( DISPLAY_KEYWORDS == 0 )Code:
if ( DISPLAY_KEYWORDS == 0 |
Re: Sank Sounds (Luke Sankey) (v1.7.1)
Quote:
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Re: Sank Sounds (Luke Sankey) (v1.7.1)
have you tried the above code?
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Re: Sank Sounds (Luke Sankey) (v1.7.1)
Please repost the required files in standard zipped format.
Thanks. Mike |
Re: Sank Sounds (Luke Sankey) (v1.7.1)
Quote:
I think im quite there to rule this situation :) many thanks for now |
Re: Sank Sounds (Luke Sankey) (v1.7.1)
@ancient1
what is wrong with these files? 7zip is free and win/linux/xos further it has much better compression @joaofr ok the code does not realy do what it should. sry i have not tested it. this one does work. replace: Code:
if ( gametime > NextSoundTime + SND_DELAYCode:
new allowedToPay = ( gametime > NextSoundTime + SND_DELAYCode:
if ( DISPLAY_KEYWORDS == 0 )Code:
if ( DISPLAY_KEYWORDS == 0 |
Re: Sank Sounds (Luke Sankey) (v1.7.1)
Quote:
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Re: Sank Sounds (Luke Sankey) (v1.7.1)
the code i posted does work. i tested it. remember that it is for v1.7.1 (unmodified)
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