Senior Member
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04-15-2014
, 11:50
Re: Freak Fortress 2 1.9.3 Released (and 1.10.0 betas)
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#552
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Quote:
Originally Posted by Eggman
In DoTaunt function:
Code:
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, client))
is NOT needed.
This sounds calls from ability plugins.
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Forget about it. That IS needed. This is a REALLY bad to insert this into a rage abilities. MY englist is so bad to understand what happends when i tried it.
Spoiler
Code:
decl Float:position[3];
GetEntPropVector(client, Prop_Send, "m_vecOrigin", position);
decl String:sound[PLATFORM_MAX_PATH];
if(RandomSoundAbility("sound_ability", sound, PLATFORM_MAX_PATH, clientboss))
{
FF2flags[Boss[boss]]|=FF2FLAG_TALKING;
EmitSoundToAll(sound, client, _, SNDLEVEL_TRAFFIC, SND_NOFLAGS, SNDVOL_NORMAL, 100, client, position, NULL_VECTOR, true, 0.0);
EmitSoundToAll(sound, client, _, SNDLEVEL_TRAFFIC, SND_NOFLAGS, SNDVOL_NORMAL, 100, client, position, NULL_VECTOR, true, 0.0);
for(new target=1; target<=MaxClients; target++)
{
if(IsClientInGame(target) && target!=Boss[boss])
{
EmitSoundToClient(target, sound, client, _, SNDLEVEL_TRAFFIC, SND_NOFLAGS, SNDVOL_NORMAL, 100, client, position, NULL_VECTOR, true, 0.0);
EmitSoundToClient(target, sound, client, _, SNDLEVEL_TRAFFIC, SND_NOFLAGS, SNDVOL_NORMAL, 100, client, position, NULL_VECTOR, true, 0.0);
}
}
FF2flags[Boss[boss]]&=~FF2FLAG_TALKING;
}
UPD. Some editing in code, just bugfix.
Last edited by Eggman; 04-15-2014 at 13:17.
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