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-   -   Execute 'stopsound' on new round (https://forums.alliedmods.net/showthread.php?t=95400)

Rirre 06-23-2009 09:21

Execute 'stopsound' on new round
 
The title say it all.
I want to execute stopsound for everyone on new round, but i can't really fix it.
This one doesn't work.
PHP Code:

#include <amxmodx>

public plugin_init() {
    
register_plugin("Stopsound on new round","1.0","Rirre")
    
register_logevent("Event_RoundStart"2"1=Round_Start")
}

public 
Event_RoundStart(id) {
    
client_cmd(id,"stopsound")



hleV 06-23-2009 09:43

Re: Execute 'stopsound' on new round
 
Do you want it to be executed when the freezetime is over or when it's started?

Arkshine 06-23-2009 09:51

Re: Execute 'stopsound' on new round
 
Use 0 as id, and it will loop for all players.

fysiks 06-23-2009 18:33

Re: Execute 'stopsound' on new round
 
stopsound is evil, I would never play on a server that forces it btw.

tpt 06-23-2009 19:36

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by fysiks (Post 855397)
stopsound is evil, I would never play on a server that forces it btw.

Why is stopsound so evil? If you use stopsound only at roundstart to get rid of the background noise like in de_prodigy. :wink: Sure it will block sounds such as reloading but that isnt permanent. :|

fysiks 06-23-2009 19:38

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by tpt (Post 855450)
Why is stopsound so evil? If you use stopsound only at roundstart to get rid of the background noise like in de_prodigy. :wink: Sure it will block sounds such as reloading but thats not permanent effect. :|

It's my opinion, I hate using it :).

Exolent[jNr] 06-23-2009 19:43

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by tpt (Post 855450)
Why is stopsound so evil? If you use stopsound only at roundstart to get rid of the background noise like in de_prodigy. :wink: Sure it will block sounds such as reloading but that isnt permanent. :|

Why not hook EmitSound and block the sound from playing?

tpt 06-23-2009 19:47

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by fysiks (Post 855454)
It's my opinion, I hate using it :).

Are you really listening all those annoying background sounds that maps contain? :shock: Im focused on the important sounds as footsteps etc.. :wink: Thats why i use stopsound. :)

Quote:

Originally Posted by Exolent[jNr] (Post 855460)
Why not hook EmitSound and block the sound from playing?

That doesn't disable from other servers. But if that's what rirre is trying to achieve i suggest him to do what you suggested. :)

fysiks 06-23-2009 19:51

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by tpt (Post 855465)
Are you really listening all those annoying background sounds that maps contain? :shock: Im focused on the important sounds as footsteps etc.. :wink: Thats why i use stopsound. :)

I don't think they are annoying, I like background sounds. When I did use stopsound I got that ringing in my hears like when there is no sound at all and I didn't like it.

About the footsteps, I really don't care that much. I just run out and shoot anyways :), generally.

tpt 06-23-2009 19:59

Re: Execute 'stopsound' on new round
 
Quote:

Originally Posted by fysiks (Post 855468)
I don't think they are annoying, I like background sounds. When I did use stopsound I got that ringing in my hears like when there is no sound at all and I didn't like it.

About the footsteps, I really don't care that much. I just run out and shoot anyways :), generally.

Imo thats not very clever for two reasons. :wink:

1. The opponent will here you and they're able predict your intention.
2. If you had used stopsound you would be able to hear your opponents movement.

These are my opinions after several years of clan wars ( i dont know your terms ). But if you're public player ( unlike me ) the best strategy is just run and frag. :lol:


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