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Say Sounds (including Hybrid Edition) (4.0.8)


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daveyboye
Senior Member
Join Date: Aug 2008
Old 01-09-2011 , 11:07   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #541

The into sounds work. However, the issue is the intro sounds play at the start of every new map if a player remains on the server. If you need a reference to fix the problem, connect_sounds (an eventscript) from XE_ManUp does not have this problem and works well. However, I am trying to move away from eventscripts and use just metamod and sourcemod plugins.

Here is the link to his script: http://forums.eventscripts.com/viewt...pic.php?t=2821
daveyboye is offline
thatrocketlawnchair
New Member
Join Date: Jan 2011
Old 02-01-2011 , 00:07   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #542

is there support for end of map sounds?
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Talizorah
New Member
Join Date: Jan 2011
Old 02-01-2011 , 00:32   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #543

I'm also interested in using this for end of map/round sounds. I know that there is a way to script a word trigger to randomly select one of multiple sounds using this plugin. What I want to do is script one of multiple sounds to play when a map ends. I know that there is a parameter for a round starting ("roundstart"), but what is the parameter for a round (or rather, map) ending?
Talizorah is offline
mikehawk
Member
Join Date: Feb 2011
Old 02-25-2011 , 06:52   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #544

Is anybody supporting this now days? Would it be possible to add a text line to be played over the chat along with the sound? For example:

Code:
"@1"  // Word trigger
        {
            "file"    "soundpack/angry.wav" 
           "text"    "You have made me very angry" 
            "admin"    "0"    
            "adult" "0" 
            "download" "1"   
            "duration" "5.0" 
        }
This way when a person enters @1 in chat, the sound would play and the text would display rather than "<player> played sound x"

Last edited by mikehawk; 02-25-2011 at 06:54. Reason: forgot something...
mikehawk is offline
st0rm_r1der
Member
Join Date: Feb 2008
Location: DE
Old 03-11-2011 , 13:53   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #545

Hi all,

i have an error on my server...

Code:
] rcon sm_admin_sounds
L 03/11/2011 - 19:48:41: [SM] Native "GetUserAdmin" reported: Client index 0 is invalid
L 03/11/2011 - 19:48:41: [SM] Displaying call stack trace for plugin "saysounds.smx":
L 03/11/2011 - 19:48:41: [SM]   [0]  Line 2350, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Sound_Menu()
L 03/11/2011 - 19:48:41: [SM]   [1]  Line 2337, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Command_Admin_Sounds()
[SM] No timelimit for map
] rcon sm_all_sounds
L 03/11/2011 - 19:49:51: [SM] Native "GetUserAdmin" reported: Client index 0 is invalid
L 03/11/2011 - 19:49:51: [SM] Displaying call stack trace for plugin "saysounds.smx":
L 03/11/2011 - 19:49:51: [SM]   [0]  Line 2350, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Sound_Menu()
L 03/11/2011 - 19:49:51: [SM]   [1]  Line 2345, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Command_All_Sounds()
it seems that normal users can play sounds but admin cant play sounds...

have someone an answer for this problem?

[EDIT]
okay wenn a admin plays the sound through the sm menu it works... but not over "say" trigger

Last edited by st0rm_r1der; 03-11-2011 at 13:57.
st0rm_r1der is offline
daveyboye
Senior Member
Join Date: Aug 2008
Old 03-11-2011 , 13:57   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #546

Does anyone want to take new ownership of this mod and start a forked version? Owner support is non-existent for this plugin and no features/performance improvements/bug fixes have been done for a long long time.
daveyboye is offline
gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 03-12-2011 , 01:26   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #547

Quote:
Originally Posted by daveyboye View Post
The into sounds work. However, the issue is the intro sounds play at the start of every new map if a player remains on the server. If you need a reference to fix the problem, connect_sounds (an eventscript) from XE_ManUp does not have this problem and works well. However, I am trying to move away from eventscripts and use just metamod and sourcemod plugins.

Here is the link to his script: http://forums.eventscripts.com/viewt...pic.php?t=2821
This
Quote:
Originally Posted by naris View Post
Connections do not persist through map changes. Every-time the map changes all the players are disconnected, the map changes, and then all the players join again.

Therefore, what you are seeing is correct behavior and there isn't really a good way to do what you ask.
Quote:
Originally Posted by st0rm_r1der View Post
Hi all,

i have an error on my server...

Code:
] rcon sm_admin_sounds
L 03/11/2011 - 19:48:41: [SM] Native "GetUserAdmin" reported: Client index 0 is invalid
L 03/11/2011 - 19:48:41: [SM] Displaying call stack trace for plugin "saysounds.smx":
L 03/11/2011 - 19:48:41: [SM]   [0]  Line 2350, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Sound_Menu()
L 03/11/2011 - 19:48:41: [SM]   [1]  Line 2337, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Command_Admin_Sounds()
[SM] No timelimit for map
] rcon sm_all_sounds
L 03/11/2011 - 19:49:51: [SM] Native "GetUserAdmin" reported: Client index 0 is invalid
L 03/11/2011 - 19:49:51: [SM] Displaying call stack trace for plugin "saysounds.smx":
L 03/11/2011 - 19:49:51: [SM]   [0]  Line 2350, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Sound_Menu()
L 03/11/2011 - 19:49:51: [SM]   [1]  Line 2345, /home/groups/alliedmodders/forums/files/3/9/7/1/1/72498.attach::Command_All_Sounds()
it seems that normal users can play sounds but admin cant play sounds...

have someone an answer for this problem?

[EDIT]
okay wenn a admin plays the sound through the sm menu it works... but not over "say" trigger
You're executing the commands, which would show a menu, via rcon/console so the plugin can't get your client index to display the menu to you and generates this error message.
Which admin flags do you have?
gH0sTy is offline
st0rm_r1der
Member
Join Date: Feb 2008
Location: DE
Old 03-12-2011 , 07:46   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #548

Quote:
Originally Posted by gH0sTy View Post
You're executing the commands, which would show a menu, via rcon/console so the plugin can't get your client index to display the menu to you and generates this error message.
Hy gH0sTy thanks for your answer...
i know that it should show an menu, but it doesn't.
All admin on my server can't trigger sounds with the say input or even show the normal saysounds menu. thats why i tried to call it from rcon.

Quote:
Originally Posted by gH0sTy View Post
Which admin flags do you have?
I have all admin flags (a-z).
The other admins have all flags, but not: "Change cvars
Run configs, Password server, RCON, Enable Cheats, Full Admin"

All admins can play the sounds from entering sm adminmenu with "/admin".
st0rm_r1der is offline
daveyboye
Senior Member
Join Date: Aug 2008
Old 03-12-2011 , 10:03   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #549

Did you actually read the scripting of that eventscript? I use that eventscript for connect sounds and it works flawlessly for playing connect sounds. It doesn't replay sounds at the beginning of every new map. So, this is actually possible. I am including the coding for the script here in this post for you to review. This is a bug with this plugin that really really needs fixed. It is annoying to have like 5 admins on the server all with connect sounds to have their sounds all play at the beginning of each new map. (also, don't you find it weird that the engine can remember who has been on the server apart from those newly joining...bc obviously you don't see a whole bunch of "player has joined" messages at the beginning of each new map).

Code:
block config
{
   // Welcome sounds and messages using Steam ID:
   // Add Steam Ids to the "es_connect_steam_db.txt"
   //    0 = Do not use        1 = Use

   es_xsetinfo xe_use_steam 1

   // Welcome sounds and messages using the player's name (not recommended):
   // Add Names to the "es_connect_name_db.txt"
   // Good for LAN use
   //    0 = Do not use        1 = Use

   es_xsetinfo xe_use_name 0

   // Welcome sounds and messages using IP Address:
   // Add IP Addresses to the "es_connect_ip_db.txt"
   //    0 = Do not use        1 = Use

   es_xsetinfo xe_use_ip 0

   // General Connection Sounds & Messages:
   //    Leaving these values at "0" disables general sounds and messages.
   //    If you choose to use a sound or message, when the player connects,
   //    the player will see the message and/or hear the sound. The message
   //    and sound will only be seen and heard by the player connecting.
   //    Use these sounds and messages for general welcoming of every player.
   //    For special messages for certain players, use Steam ID, Name, or 
   //    IP Address.

   es_xsetinfo xe_general_connect_sound "0"
   es_xsetinfo xe_general_connect_message "0"

   es_xsetinfo xe_general_disconnect_sound "0"
   es_xsetinfo xe_general_disconnect_message "0"
}
/////////////////////////////////////////////////////////////////////////
// !EDIT NOTHING BELOW THIS POINT UNLESS YOU ARE AN ADVANCED SCRIPTER! //
/////////////////////////////////////////////////////////////////////////

block load
{
   es_xdoblock connect_sounds/config
   es_xsetinfo connect_sounds_ver "1.5"
   es_xmakepublic connect_sounds_ver
   es_xsetinfo xe_download 0
   es_xsetinfo xe_tempkey 0
   es_xsetinfo xe_greet_check 0
   es_xsetinfo xe_connect_message 0
   es_xsetinfo xe_connect_sound 0
   es_xsetinfo xe_disconnect_message 0
   es_xsetinfo xe_disconnect_sound 0
   es_xsetinfo xe_exists 0
   es_xsetinfo xe_port_token 0
   es_xkeygroupcreate connect_greeted
   if (server_var(xe_use_steam) = 1) do
   {
      es_xkeygroupload connect_steam |connect_sounds
      es_xforeachkey xe_tempkey in connect_steam "es_xdoblock connect_sounds/get_downloads_steam"
   }
   if (server_var(xe_use_ip) = 1) do
   {
      es_xkeygroupload connect_ip |connect_sounds
      es_xforeachkey xe_tempkey in connect_ip "es_xdoblock connect_sounds/get_downloads_ip"
   }
   if (server_var(xe_use_name) = 1) do
   {
      es_xkeygroupload connect_name |connect_sounds
      es_xforeachkey xe_tempkey in connect_name "es_xdoblock connect_sounds/get_downloads_name"
   }
   if (server_var(xe_general_connect_sound) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_general_connect_sound)
      es downloadable server_var(xe_download)
   }
   if (server_var(xe_general_disconnect_sound) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_general_disconnect_sound)
      es downloadable server_var(xe_download)
   }
}

block unload
{
   if (server_var(xe_use_steam) = 1) do
   {
      es_xkeygroupdelete connect_steam
   }
   if (server_var(xe_use_ip) = 1) do
   {
      es_xkeygroupdelete connect_ip
   }
   if (server_var(xe_use_name) = 1) do
   {
      es_xkeygroupdelete connect_name
   }
   es_xkeygroupdelete connect_greeted
}

block get_downloads_steam
{
   es_keygetvalue xe_download connect_steam server_var(xe_tempkey) connect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
   es_keygetvalue xe_download connect_steam server_var(xe_tempkey) disconnect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
}

block get_downloads_ip
{
   es_keygetvalue xe_download connect_ip server_var(xe_tempkey) connect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
   es_keygetvalue xe_download connect_ip server_var(xe_tempkey) disconnect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
}

block get_downloads_name
{
   es_keygetvalue xe_download connect_name server_var(xe_tempkey) connect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
   es_keygetvalue xe_download connect_name server_var(xe_tempkey) disconnect_sound
   if (server_var(xe_download) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_download)
      es downloadable server_var(xe_download)
   }
}

event es_map_start
{
   if (server_var(xe_use_steam) = 1) do
   {
      es_xforeachkey xe_tempkey in connect_steam "es_xdoblock connect_sounds/get_downloads_steam"
   }
   if (server_var(xe_use_ip) = 1) do
   {
      es_xforeachkey xe_tempkey in connect_ip "es_xdoblock connect_sounds/get_downloads_ip"
   }
   if (server_var(xe_use_name) = 1) do
   {
      es_xforeachkey xe_tempkey in connect_name "es_xdoblock connect_sounds/get_downloads_name
   }
   if (server_var(xe_general_connect_sound) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_general_connect_sound)
      es downloadable server_var(xe_download)
   }
   if (server_var(xe_general_disconnect_sound) != 0) do
   {
      es_format xe_download "sound/%1" server_var(xe_general_disconnect_sound)
      es downloadable server_var(xe_download)
   }
}

event player_activate
{
   if (server_var(xe_use_steam) = 1) do
   {
      es_exists xe_exists key connect_steam event_var(es_steamid)
      if (server_var(xe_exists) = 1) do
      {
         es_exists xe_exists key connect_greeted event_var(es_steamid)
         if (server_var(xe_exists) = 0) do
         {
            es_keygetvalue xe_connect_sound connect_steam event_var(es_steamid) connect_sound
            if (server_var(xe_connect_sound) != 0) then es_xdelayed 10 es_cexec_all play server_var(xe_connect_sound)
            es_keygetvalue xe_connect_message connect_steam event_var(es_steamid) connect_message
            if (server_var(xe_connect_message) != 0) then es_xdelayed 10 es_xmsg #multi server_var(xe_connect_message)
            es_keycreate connect_greeted event_var(es_steamid)
         }
      }
   }
   if (server_var(xe_use_ip) = 1) do
   {
      es_xcreateplayerlist connect_players
      es_keygetvalue xe_tempkey connect_players event_var(userid) address
      es_xkeygroupdelete connect_players
      es_token xe_port_token server_var(xe_tempkey) 2 :
      es_string xe_tempkey replace server_var(xe_port_token)
      es_xstring xe_tempkey replace :
      es_exists xe_exists key connect_ip server_var(xe_tempkey)
      if (server_var(xe_exists) = 1) do
      {
         es_exists xe_exists key connect_greeted server_var(xe_tempkey)
         if (server_var(xe_exists) = 0) do
         {
            es_keygetvalue xe_connect_sound connect_ip server_var(xe_tempkey) connect_sound
            if (server_var(xe_connect_sound) != 0) then es_xdelayed 10 es_cexec_all play server_var(xe_connect_sound)
            es_keygetvalue xe_connect_message connect_ip server_var(xe_tempkey) connect_message
            if (server_var(xe_connect_message) != 0) then es_xdelayed 10 es_xmsg #multi server_var(xe_connect_message)
            es_keycreate connect_greeted server_var(xe_tempkey)
         }
      }
   }
   if (server_var(xe_use_name) = 1) do
   {
      es_exists xe_exists key connect_name event_var(es_username)
      if (server_var(xe_exists) = 1) do
      {
         es_exists xe_exists key connect_greeted event_var(es_username)
         if (server_var(xe_exists) = 0) do
         {
            es_keygetvalue xe_connect_sound connect_name event_var(es_username) connect_sound
            if (server_var(xe_connect_sound) != 0) then es_xdelayed 10 es_cexec_all play server_var(xe_connect_sound)
            es_keygetvalue xe_connect_message connect_name event_var(es_username) connect_message
            if (server_var(xe_connect_message) != 0) then es_xdelayed 10 es_xmsg #multi server_var(xe_connect_message)
            es_keycreate connect_greeted event_var(es_username)
         }
      }
   }
   es_exists xe_exists key connect_greeted event_var(userid)
   if (server_var(xe_exists) = 0) do
   {
      if (server_var(xe_general_connect_message) != 0) then es_xdelayed 10 es_xtell event_var(userid) #multi server_var(xe_general_connect_message)
      if (server_var(xe_general_connect_sound) != 0) then es_xdelayed 10 es_xcexec event_var(userid) play server_var(xe_general_connect_sound)
      es_keycreate connect_greeted event_var(userid)
   }
}

event player_disconnect
{
   if (server_var(xe_use_steam) = 1) do
   {
      es_exists xe_exists key connect_steam event_var(es_steamid)
      if (server_var(xe_exists) = 1) do
      {
         es_keydelete connect_greeted event_var(es_steamid)
         es_keygetvalue xe_disconnect_message connect_steam event_var(es_steamid) disconnect_message
         if (server_var(xe_disconnect_message) != 0) then es_xmsg #multi server_var(xe_disconnect_message)
         es_keygetvalue xe_disconnect_sound connect_steam event_var(es_steamid) disconnect_sound
         if (server_var(xe_disconnect_sound) != 0) then es_xcexec_all play server_var(xe_disconnect_sound)
      }
   }
   if (server_var(xe_use_ip) = 1) do
   {
      es_xcreateplayerlist connect_players
      es_keygetvalue xe_tempkey connect_players event_var(userid) address
      es_xkeygroupdelete connect_players
      es_token xe_port_token server_var(xe_tempkey) 2 :
      es_string xe_tempkey replace server_var(xe_port_token)
      es_xstring xe_tempkey replace :
      es_exists xe_exists key connect_ip server_var(xe_tempkey)
      if (server_var(xe_exists) = 1) do
      {
         es_keydelete connect_greeted server_var(xe_tempkey)
         es_keygetvalue xe_disconnect_message connect_ip server_var(xe_tempkey) disconnect_message
         if (server_var(xe_disconnect_message) != 0) then es_xmsg #multi server_var(xe_disconnect_message)
         es_keygetvalue xe_disconnect_sound connect_ip server_var(xe_tempkey) disconnect_sound
         if (server_var(xe_disconnect_sound) != 0) then es_xcexec_all play server_var(xe_disconnect_sound)
      }
   }
   if (server_var(xe_use_name) = 1) do
   {
      es_exists xe_exists key connect_name event_var(es_username)
      if (server_var(xe_exists) = 1) do
      {
         es_keydelete connect_greeted event_var(es_username)
         es_keygetvalue xe_disconnect_message connect_name event_var(es_username) disconnect_message
         if (server_var(xe_disconnect_message) != 0) then es_xmsg #multi server_var(xe_disconnect_message)
         es_keygetvalue xe_disconnect_sound connect_name event_var(es_username) disconnect_sound
         if (server_var(xe_disconnect_sound) != 0) then es_xcexec_all play server_var(xe_disconnect_sound)
      }
   }
   if (server_var(xe_general_disconnect_message) != 0) then es_xdelayed 10 es_xtell event_var(userid) #multi server_var(xe_general_disconnect_message)
   if (server_var(xe_general_disconnect_sound) != 0) then es_xdelayed 10 es_xcexec event_var(userid) play server_var(xe_general_disconnect_sound)
   es_keydelete connect_greeted event_var(userid)
}
And also, text to go along with the connect sounds would be an added bonus. For example, my intro text is, "[Master Admin] Dirty`Dave has joined the server. Prepare to DIE!"
daveyboye is offline
IbaneZ
Senior Member
Join Date: May 2009
Old 03-14-2011 , 19:00   Re: Say Sounds (including Hybrid Edition) (3.2.5)
Reply With Quote #550

Is there a possibility to make the plugin detect, that a sound is already being played?
I just want players to be able to play a new sound, if the previous one has finished playing.
Or is there another "play sound" plugin, that can do this?

Thanks
IbaneZ is offline
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