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Say Sounds (including Hybrid Edition) (4.0.8)


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fonzy
Junior Member
Join Date: Sep 2006
Old 02-04-2009 , 09:13   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #131

Is there a way to customize the announcing of who plays the playsound so that it omits curse playsounds?

For example, if I enter ass to trigger the playsound ass, it displays:

Fonzy played the sound ass

But if I could, I'd rather have it read something like:

Fonzy played a censored sound


Also, whats the maximum recommended sounds to put into this plugin?

Last edited by fonzy; 02-05-2009 at 02:23.
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zerosin
Member
Join Date: Sep 2005
Location: San Francisco
Old 02-05-2009 , 20:36   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #132

I have a noob question, since I'm a new convert from Mani.

So I've downloaded the files, how do I compile them? I'm running Gentoo Linux.

Could someone be so kind as to enlighten me in this area, is there a section about compiling .sp in this forum? Thx in advance.

Peace,
zerosin
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flubber
Senior Member
Join Date: Oct 2007
Old 02-06-2009 , 08:22   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #133

Is it sourcemod 1.1 exclusive or will it work on 1.2? Since it broke my server each time i try to enabled it i guess the first one.
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SuB-Zer0
Junior Member
Join Date: Mar 2006
Old 02-06-2009 , 15:24   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #134

Could you please add Support for Stargate: The Last Stand Events?

Here are the Weapons:
weapon_awp
weapon_c4
weapon_flash
weapon_g36
weapon_gac
weapon_grenade
weapon_hdevice
weapon_knife
weapon_kullblaster
weapon_p90
weapon_p90d
weapon_pistol
weapon_smoke
weapon_staff
weapon_suicide_bomb
weapon_tac
weapon_zat

Thanks!
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fonzy
Junior Member
Join Date: Sep 2006
Old 02-07-2009 , 11:02   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #135

Recieve this error while connecting to my server after enabling saysounds:

Netchannel: Failed processing message svc_UpdateStringTable

I have to reconnect right after in order to actually connect to the server.

If i disable saysounds, Error never happens.
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omgiafs
Junior Member
Join Date: Jul 2008
Location: Russia
Old 02-08-2009 , 23:16   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #136

About events with pre-defined sounds, like teamplay_round_win.

My noobish brain talks me that need to use AmbientSHook or NormalSHook instead of HookEvent. All we need is to modify one parameter (sound file to play at this event).

And i think that we need to configurate server's pure_server_whitelist.txt, if sv_pure != 0.

/UPD
AmbientSHook or NormalSHook impossible to use, server don't send winning sound to client. I'm use SAMURAI's modified plugin to hook sounds send to client, but win/lose sound don't appear in console and chat.
PHP Code:
#include <sourcemod>
#include <sdktools>
public Plugin:myinfo = {
name "Hook sounds",
author "SAMURAI",
description "",
version "1.0",
url "oh" 


public 
OnPluginStart()
{     
    
AddNormalSoundHook(NormalSHook:HookSound_Callback); 
    
AddAmbientSoundHook(AmbientSHook:HookAmbientSound_Callback); 
}

public 
Action:HookSound_Callback(clients[64], &numClientsString:sample[PLATFORM_MAX_PATH], &entity)
{
    
PrintToChatAll("normal sound : %s",sample);
    
PrintToServer("normal sound: %s"sample);
}

public 
Action:HookAmbientSound_Callback(String:sample[PLATFORM_MAX_PATH], &entity)
{
    
PrintToChatAll("ambient sound : %s",sample);
    
PrintToServer("ambient sound: %s"sample);

It means that client's gameinfo_sounds.txt set file to event. And how to replace it - this is a problem. But solution may be to supress default sound by custom, using parameters such as volume, pitch etc.

/UPD 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
How HWG says, "Stupid, stupid, stupid!!" I'm talk with myself. %)

Just send command PLAY file to client. But you should allow_from_disk in pure_server_whitelist.txt all your sound files, if sv_pure = 1

Last edited by omgiafs; 02-09-2009 at 04:48.
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SixSicSix
Senior Member
Join Date: Jan 2008
Old 02-09-2009 , 13:02   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #137

EDIT: NVM! PEBKAC! :S I was missing a quote mark.
Attached Files
File Type: cfg ghostrideit.cfg (11.4 KB, 106 views)

Last edited by SixSicSix; 02-09-2009 at 13:05.
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gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 02-09-2009 , 21:27   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #138

Quote:
Originally Posted by SuB-Zer0 View Post
Could you please add Support for Stargate: The Last Stand Events?

Here are the Weapons:
weapon_awp
weapon_c4
weapon_flash
weapon_g36
weapon_gac
weapon_grenade
weapon_hdevice
weapon_knife
weapon_kullblaster
weapon_p90
weapon_p90d
weapon_pistol
weapon_smoke
weapon_staff
weapon_suicide_bomb
weapon_tac
weapon_zat

Thanks!
If the weapon codes are correct it should already work, simply use them as param for the kill event.

Quote:
Originally Posted by omgiafs View Post
About events with pre-defined sounds, like teamplay_round_win.

My noobish brain talks me that need to use AmbientSHook or NormalSHook instead of HookEvent. All we need is to modify one parameter (sound file to play at this event).

And i think that we need to configurate server's pure_server_whitelist.txt, if sv_pure != 0.

/UPD
AmbientSHook or NormalSHook impossible to use, server don't send winning sound to client. I'm use SAMURAI's modified plugin to hook sounds send to client, but win/lose sound don't appear in console and chat.
PHP Code:
#include <sourcemod>
#include <sdktools>
public Plugin:myinfo = {
name "Hook sounds",
author "SAMURAI",
description "",
version "1.0",
url "oh" 


public 
OnPluginStart()
{     
    
AddNormalSoundHook(NormalSHook:HookSound_Callback); 
    
AddAmbientSoundHook(AmbientSHook:HookAmbientSound_Callback); 
}

public 
Action:HookSound_Callback(clients[64], &numClientsString:sample[PLATFORM_MAX_PATH], &entity)
{
    
PrintToChatAll("normal sound : %s",sample);
    
PrintToServer("normal sound: %s"sample);
}

public 
Action:HookAmbientSound_Callback(String:sample[PLATFORM_MAX_PATH], &entity)
{
    
PrintToChatAll("ambient sound : %s",sample);
    
PrintToServer("ambient sound: %s"sample);

It means that client's gameinfo_sounds.txt set file to event. And how to replace it - this is a problem. But solution may be to supress default sound by custom, using parameters such as volume, pitch etc.

/UPD 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
How HWG says, "Stupid, stupid, stupid!!" I'm talk with myself. %)

Just send command PLAY file to client. But you should allow_from_disk in pure_server_whitelist.txt all your sound files, if sv_pure = 1
Round Won/Lost Sounds are done with the teamplay_broadcast_audio event, I already mentioned that here.
Anyway, I'm actually busy until the end of March so I'm not able to work on the plugin before May... just F.Y.I.

Last edited by gH0sTy; 02-09-2009 at 21:29.
gH0sTy is offline
omgiafs
Junior Member
Join Date: Jul 2008
Location: Russia
Old 02-09-2009 , 21:56   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #139

Quote:
Originally Posted by gH0sTy View Post
Round Won/Lost Sounds are done with the teamplay_broadcast_audio event, I already mentioned that here.
Teamplay_broadcast_audio event changing not the only way to play sound, but it may be more correct.

I realize playing custom sound at teamplay_round_win by sending to clients command "play FILENAME". It perfect works(test just started, but it works at map start, after mini_round_win, after changing map). One thing you should do: if sv_pure "1" you need to correctly modify pure_server_whitelist.txt. I confirm: this method works. Standart sound like "You failed! UUUUUUUUUUU!!!" or "You win! /applause/" is not heard.
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FernFerret
Member
Join Date: Feb 2008
Old 02-20-2009 , 03:45   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #140

WOW gH0sTy, I am very impressed with your go-getter attitude and awesome improvements! (Naris, you're always awesome, and we all knew that already)

I'm glad to still see this pugin in development!

Now. In honor of me finding this out, I have some tasty new actions for you people, but first, a message from the guys who found this stuff out:
Psyconic, Octo over at HLStatsX Community Edition
Free, Open Source, and Awesome (Yea i may be biased being a Dev on that project )
Anyway check out their site http://hlxcommunity.com

Ok so new in revision 3.1.1 are:

Kill by train action:
Used the same as uber, action name is "hit_by_train" param name is "hit_by_train"

Player Drowned action:
Used the same as uber, action name is "drowned" param name is "drowned"

Backstab action:
Used the same as uber, action name is "backstab" param name is "backstab"

Critical Kill action:
Used the same as uber, action name is "crit_kill" param name is "crit_kill"

Included is version 3.1.1, and a sample config, and a compiled version of 3.1.1. As always, you'll need the gametype.inc file to compile it yourself.

Enjoy,
--FernFerret

And you finally got a new thread I'll have to update my sig
Attached Files
File Type: cfg saysounds.cfg (551 Bytes, 160 views)
File Type: sp Get Plugin or Get Source (saysounds.sp - 113 views - 62.8 KB)
File Type: smx saysounds.smx (24.4 KB, 110 views)
__________________
Check out the SaySounds Hybrid Edition with Action Sounds! http://forums.alliedmods.net/showthread.php?t=82220

Last edited by FernFerret; 02-20-2009 at 05:30. Reason: Decided to post a new revision :)
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