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Solved Make rain sound to loop on RainySnowy (Enables CS weather) v2.0y by OneEyed & teame06


  
 
 
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chuttenjr
Member
Join Date: Sep 2018
Location: Saipan
Old 09-25-2018 , 17:34   Re: Make rain sound to loop on RainySnowy (Enables CS weather) v2.0y by OneEyed & tea
Reply With Quote #11

Added new code user "Celena Luna" gave me to loop the audio,but still cant get it to work.
Right now the code is set up like this:
PHP Code:
#include <amxmodx> 

/* Choose One */ 
//#include <engine> 
#include <fakemeta> 

#include "ojos.inc" 

#define MAX_LIGHT_POINTS 3 


new weather_ent 
new Float:g_strikedelay 
new g_lightpoints[MAX_LIGHT_POINTS
new 
g_fxbeam
new 
g_soundstate[33
new 
g_maxplayers
new 
g_stormintensity


public 
plugin_precache()  

    
register_plugin("RainySnowy""2.0y""OneEyed & teame06"); 
    
register_cvar("rainysnowy""2.0y"FCVAR_SERVER); 
    
register_cvar("weather_type""3"); 
    
register_cvar("weather_storm""60"); 
     
    
g_maxplayers get_maxplayers(); 
     
    new 
type get_cvar_num("weather_type"); 
    if(
type == 3
        
type random_num(0,2); 
         
    switch(
type) { 
        case 
1:  
        {     
            
g_fxbeam precache_model("sprites/laserbeam.spr"); 
            
precache_model("models/chick.mdl"); 
            
precache_sound("ambience/rain.wav"); 
            
precache_sound("ambience/rainroof.wav"); 
            
precache_sound("ambience/thunder_clap.wav"); 
            
weather_ent CREATE_ENTITY("env_rain"
            
THINK("env_rain","WeatherSystem"
            
NEXTTHINK(weather_ent,1.0
        } 
        case 
2:  
        { 
            
weather_ent CREATE_ENTITY("env_snow"); 
        } 
    }     


public 
client_putinserver(id
    
client_cmd(id,"cl_weather 1");     

//This is only for rain. 
public WeatherSystem(entid) { 
    if(
entid == weather_ent)  
    { 
        
//Is weather_storm activated? ( 0 = OFF ) -- ( 1-100 = INTENSITY ) 
        
g_stormintensity get_cvar_num("weather_storm"); 
         
        
//Do our soundstate and picks random player. 
        
new victim GetSomeoneUnworthy();  
         
        if(
g_stormintensity)  
        { 
            
//Is the delay up? 
            
if(g_strikedelay get_gametime())  
            { 
                
//We got player to create lightning from? 
                
if(victim
                { 
                    
//Do our Lightning Technique. 
                    
CreateLightningPoints(victim); 
                } 
            } 
        } 
        
NEXTTHINK(weather_ent,2.0
    } 
    return 
PLUGIN_CONTINUE 


GetSomeoneUnworthy()  


    new 
cntidtotal[33]; 
    for(
id=1;id<g_maxplayers;id++) 
        if(
is_user_outside(id))  
            { 
                
total[cnt++] = id;     
                 
                if(!
g_soundstate[id]) { 
                    
g_soundstate[id] = 1
                    
client_cmd(id"speak ambience/rain.wav"); 
                }     
            } 
            else if(
g_soundstate[id])  
            { 
                
g_soundstate[id] = 0
                
client_cmd(id"speak ambience/rainroof.wav"
            } 
     
    if(
cnt
        return 
total[random_num(0, (cnt-1))]; 
    return 
0


public 
ambience_loop(GetSomeoneUnworthy)   
{  
  
    
set_task(50.0"ambience_loop"// Lasts 50s then loop after 50s 

    //Go through all players 
    
new players[32], iNum 
    get_players
(playersiNum

    for(new 
ii<iNum;i++) 
    { 
         
client_cmd(i"speak ambience/rain.wav")  
         
client_cmd(i"speak ambience/rainroof.wav")  
    } 
}   
CreateLightningPoints(victim)  

    if(
IS_VALID_ENT(g_lightpoints[0])) 
        return 
0
         
    new 
entxFloat:tVel[3]; 
    new 
Float:vOrig[3]; 
    new 
Float:mins[3] = { -1.0, -1.0, -1.0 }; 
    new 
Float:maxs[3] = { 1.01.01.0 }; 
    new 
Float:dist is_user_outside(victim)-5//Get distance to set ents at. 
     
    
GET_ORIGIN(victim,vOrig
    if(
dist 700.0) { //cap distance. 
        
dist 700.0
    } 
    
vOrig[2] += dist

    
//Create lightning bolts by spreading X entities randomly with velocity 
    
for(x=0;x<MAX_LIGHT_POINTS;x++)  
    { 
        
ent CREATE_ENTITY("env_sprite"
        
SET_INT(ent,movetype,MOVETYPE_FLY
        
SET_INT(ent,solid,SOLID_TRIGGER
        
SET_FLOAT(ent,renderamt,0.0
        
SET_INT(ent,rendermode,kRenderTransAlpha
        
SET_MODEL(ent,"models/chick.mdl"
         
        
SET_VECTOR(ent,mins,mins
        
SET_VECTOR(ent,maxs,maxs
        
tVel[0] = random_float(-500.0,500.0); 
        
tVel[1] = random_float(-500.0,500.0); 
        
tVel[2] = random_float((dist<=700.0?0.0:-100.0),(dist<=700.0?0.0:50.0)); 
         
        
SET_VECTOR(ent,origin,vOrig
        
SET_VECTOR(ent,velocity,tVel
        
g_lightpoints[x] = ent
    } 
    
emit_sound(entCHAN_STREAM"ambience/thunder_clap.wav"1.0ATTN_NORM0PITCH_NORM
    
set_task(random_float(0.6,2.0),"Lightning",victim); 
    return 
1


// Creating a beam at each entity consecutively. 
// Player has 1 in 100 chance of getting struck ! 
public Lightning(victim)  

    new 
xabrand
    new 
endpoint MAX_LIGHT_POINTS-1
    while(
endpoint) { 
        
g_lightpoints[x]; 
        
g_lightpoints[x+1]; 
        
x++ 
        if(
== endpoint) { 
            
rand random_num(1,100); //One unlucky son of a bish. 
            
if(rand == 1) { 
                
victim
                
FAKE_DAMAGE(victim,"Lightning",100.0,1); 
            } 
        } 
        
CreateBeam(a,b); 
    } 
     
    for(
x=0;x<MAX_LIGHT_POINTS;x++) 
        if(
IS_VALID_ENT(g_lightpoints[x])) 
            
REMOVE_ENTITY(g_lightpoints[x]) 
     
     
    
//Set up next lightning. 
    
if(g_stormintensity 100) { 
        
set_cvar_num("weather_storm"100); 
        
g_stormintensity 100;     
    } 
    new 
Float:mins 50.0-float(g_stormintensity/2); 
    new 
Float:maxs 50.0-float(g_stormintensity/3); 
    
g_strikedelay get_gametime() + random_float(minsmaxs); 


//return distance above us to sky 
Float:is_user_outside(id) { 
    new 
Float:origin[3], Float:dist
    
GET_ORIGIN(idorigin
     
    
dist origin[2]; 
     
    while (
POINTCONTENTS(origin) == -1
        
origin[2] += 5.0

    if (
POINTCONTENTS(origin) == -6) return (origin[2]-dist); 
    return 
0.0


CreateBeam(entAentB

    
message_beginMSG_BROADCASTSVC_TEMPENTITY ); 
    
write_byte); 
    
write_shortentA ); 
    
write_shortentB ); 
    
write_shortg_fxbeam ); 
    
write_byte(0);      //start frame 
    
write_byte(10);     //framerate 
    
write_byte(5);         //life 
    
write_byte(8);      //width 
    
write_byte(100);     //noise 
    
write_byte(255);    //red 
    
write_byte(255);    //green 
    
write_byte(255);    //blue 
    
write_byte(255);    //brightness 
    
write_byte(10);        //scroll speed 
    
message_end(); 

Tried the following:

:public ambience_loop()
:public ambience_loop(i)
:public ambience_loop(id)
:changing task duration to more than 50sec, audio files are exactly 50 sec long now.

Still cant find where im wrong,ill like to learn to solve it with reasoning to where im mistaken

thanks to everyone

Ed
chuttenjr is offline
 



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