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Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack


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jimlake7321219
Junior Member
Join Date: Aug 2022
Old 08-17-2022 , 08:47   Re: Advanced Quake Sounds v6.2 [ALL GAMES & MODS] (AQS v6.2)
Reply With Quote #241

>> TYPE 'sounds' TO TURN QUAKE SOUNDS ON OR OFF. 怎么解决这个问题呢?
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JoneM
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Join Date: May 2023
Old 05-30-2023 , 14:40   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #242


Last edited by JoneM; 05-30-2023 at 15:10.
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DeaMn
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Join Date: Jun 2023
Old 06-16-2023 , 18:39   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #243

Help me! "Plugin failed to compile! Please try contacting the author."
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claudiuhks
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Join Date: Jan 2010
Location: Living Randomly
Old 06-18-2023 , 17:56   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #244

Quote:
Originally Posted by DeaMn View Post
Help me! "Plugin failed to compile! Please try contacting the author."
Download the AQS.sma file and try to compile it by using the compile.exe file, in your PC.
If it won't work, download the latest AMX Mod X edition by visiting https://www.amxmodx.org/downloads-new.php
1. Download Base-Windows.
2. Download Base-Linux.
3. Download Mod(CS,DOD,...)-Windows (depending on your game server).
4. Download Mod(CS,DOD,...)-Linux (depending on your game server).
Merge all folders together (1->2->3->4) overriding existing files (mod will override base).
Compile AQS.sma and upload AQS.amxx to your game server.
Also upload the following folders:
1. amxmodx/modules
2. amxmodx/dlls
3. amxmodx/data
Ensure the amxmodx/configs/core.ini file contains mysql_timeout 60
Backup your amxmodx folder before upgrading to the latest version (you never know).
You can also upgrade all the .amxx files afterwards (admincmd.amxx, ...) and the amxmodx/scripting folder.
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Last edited by claudiuhks; 06-18-2023 at 17:56.
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Sunny C.
Junior Member
Join Date: Jan 2022
Old 06-28-2023 , 11:05   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #245

Hello,

when the sounds like "Prepare to fight" are played, the default sounds like "Ok, let's go" are also played. Is it possible to suppress that?

Greetings.
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claudiuhks
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Join Date: Jan 2010
Location: Living Randomly
Old 06-29-2023 , 06:01   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #246

Quote:
Originally Posted by Sunny C. View Post
Hello,

when the sounds like "Prepare to fight" are played, the default sounds like "Ok, let's go" are also played. Is it possible to suppress that?

Greetings.
Sure, good idea. Will update soon.
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Sunny C.
Junior Member
Join Date: Jan 2022
Old 06-30-2023 , 03:02   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #247

Nice
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Sunny C.
Junior Member
Join Date: Jan 2022
Old 06-30-2023 , 03:53   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #248

I have another idea.

So far, it is so that the system recognizes when someone has taken revenge (payback), that is good and should remain so.

A domination system would also be great.

If a player kills another player several times in a row, then the killer is counted as dominating his victim.
Dominance is accompanied by text chat messages and corresponding sounds.

There is already something similar, but here an event is triggered. I thought that you can build in a similar form, only without event and just that then the sounds "Dominating" offer themselves for it. And Payblack remains accordingly so if one has exercised the revenge.

Hier das Event-Plugin:
https://github.com/Next21Team/Dominations
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Sunny C.
Junior Member
Join Date: Jan 2022
Old 06-30-2023 , 06:16   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #249

I have adjusted the sounds a bit now.

- I have increased the quality somewhat.
- New sounds (Headshot, Flawless, Perfect, Amazing, Firstblood, Suicide, ...)
- All sounds have the same volume.

If there is interest, I can gladly create more sounds.
I will create and adjust "Prepare to fight" sounds once the new update is released.

There might also be the idea, directed to you, to add "Bomb has been planted, Bomb has been defused, dropped..." This way, a complete sound modification could be created, considering the most important things. In this case, the default sounds would need to be disabled.

I have accordingly adjusted my AQS.ini:
Code:
//
/// IF YOU DISABLE AN EVENT, FOR EXAMPLE "HEADSHOT EVENT", THE HEAD SHOT SOUNDS WILL NOT BE PRECACHED.
/// REGARDING HUD MESSAGES [ TE_TEXTMESSAGE ], USE THE EMPTY VALUE TO SET NO HUD MESSAGES.
/// THE EMPTY VALUE MEANS NOTHING AFTER THE '=' SYMBOL.
/// IF YOU DISABLE THE PLUGIN, NO SOUNDS WILL BE PRECACHED.
/// IF YOU USE THE EMPTY VALUE FOR THE SOUND IN AN EVENT, THE EVENT WILL STILL WORK, BUT, WITHOUT ANY SOUND.
/// IN WINDOWS, TALKING ABOUT FILE NAMES, 'one.wav' AND 'ONE.WAV' ARE SAME. IN LINUX AND PROBABLY OTHER SYSTEMS,
/// 'one.wav' AND 'ONE.WAV' CAN BE BOTH INTO THE SAME FOLDER, AS DIFFERENT FILES. SO, TAKE CARE ABOUT THE SOUND FILE NAMES,
/// IF YOUR GAME SERVER IS ON LINUX.
//

# ENABLES OR DISABLES THE PLUGIN.
#
ENABLE/ DISABLE PLUGIN =    1

# ENABLES OR DISABLES THE '/SOUNDS' CHAT COMMAND.
#
#   IF DISABLED [ 0 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED AND THEY WILL NOT BE ALLOWED TO CHANGE THIS ANYMORE.
#   IF ENABLED [ 1 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED BUT THEY WILL BE ALLOWED TO CHANGE THIS.
#
ENABLE/ DISABLE CHAT =      0

# ENABLES OR DISABLES THE '/SOUNDS' CHAT INFORMATION AFTER THE PLAYER HAS JOINED THE GAME SERVER.
#
ENABLE/ DISABLE JOIN =      0

# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' INFORMATION ANYMORE IF IT HAS ALREADY BEEN SHOWN TO THAT STEAM.
#
#   THIS OPTION ONLY WORKS IF THE SQL STORAGE IS IN USE.
#   THIS OPTION ONLY WORKS IF THE OPTION ABOVE IS ENABLED.
#
#   DEFAULT = 1
#
SKIP EXISTING INFO =        1

# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' COMMAND WHEN TYPED.
#
#   DEFAULT = 0
#
HIDE CHAT CMD =             0

# HUD MESSAGES IN RGB [ RED, GREEN, BLUE ].
#
#   USE UNDERLINE FOR RANDOM VALUE. THE UNDERLINE IS '_' ( WITHOUT QUOTES ).
#   THE MAXIMUM VALUE IS 255 AND THE MINIMUM VALUE IS 0.
#
HUDMSG RED =    _
HUDMSG GREEN =  _
HUDMSG BLUE =   _

# ENABLES OR DISABLES THE SQL STORAGE STUFF.
#
#   1 = SQL PER STEAM PLAYER PREFERENCES STORAGE ON
#   0 = SQL PER STEAM PLAYER PREFERENCES STORAGE OFF
#
#   USING SQL MAY RAISE UP RAM ( MEMORY ) USAGE AND SOME GAME HOSTING COMPANIES MAY RESTRICT TOO MUCH MEMORY USAGE.
#   IF YOUR GAME SERVER RANDOMLY CRASHES AND YOU THINK YOUR GAME HOSTING COMPANY MAY LIMIT YOUR GAME SERVER MEMORY USAGE, TURN THIS OFF.
#
#   DEFAULT = 1
#
SQL ON/ OFF =           1

# SQL FULL OR FAST STEAM STORAGE.
#
#   1 = FULL "STEAM_X:Y:ZZZ"
#   0 = FAST "ZZZ"
#
#   IF YOUR STEAM IS "STEAM_0:0:36120359" BUT SOMETIMES THE GAME SERVER IS SAYING THAT YOUR STEAM IS "STEAM_0:1:36120359", "STEAM_1:1:36120359"
#   OR "STEAM_1:0:36120359", USE 0.
#
#   DEFAULT = 0
#
SQL FULL STEAM STORAGE = 0

# SQL USER NAME.
#
#   NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL USER =              root

# SQL ADDRESS.
#
#   NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY. CAN BE AN IP ADDRESS. CAN BE A DNS ADDRESS.
#
SQL ADDRESS =           hattrick.go.ro

# SQL PASSWORD.
#
#   NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL PASSWORD =          

# PRIMARY ( MAIN ) SQL CHARACTER SET.
#
#   ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
#   utf8mb4, utf8, ...
#
#   DEFAULT = utf8mb4
#
SQL CHARSET =           utf8mb4

# SECONDARY SQL CHARACTER SET.
#
#   THIS IS USED IF THE PRIMARY CHARACTER SET DOES NOT EXIST.
#
#   ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
#   utf8mb4, utf8, ...
#
#   DEFAULT = utf8
#
SQL SECONDARY CHARSET = utf8

# SQL DATABASE NAME.
#
#   THE DATABASE NAME IF MYSQL IS USED. IF SQLITE LOCAL STORAGE IS USED, THIS MEANS THE DATABASE FILE NAME.
#
#   DEFAULT = aqs
#
SQL DATABASE =          aqs

# SQL EXTENSION TO USE.
#
#   mysql   [ REMOTE    ( NEEDS ADDRESS, USER NAME & PASSWORD ) ]
#
#   sqlite  [ LOCAL     ( THE DATABASE NAME IS A FILE NAME STORED ON THE GAME SERVER ) ]
#
#   DEFAULT = sqlite
#
SQL EXTENSION =         sqlite

# SQL TIME OUT SETTING.
#
#   SECONDS TO WAIT BEFORE ABORTING AN UNRESPONSIVE CONNECTION. ONLY USED IN MYSQL.
#
#   0 = USE THE DEFAULT VALUE OF 60 SECONDS ( SEE THE "CORE.INI" CONFIG FILE )
#
#   DEFAULT = 0
#
SQL TIME OUT =          0

# K. STREAK.
#
#   SOUNDS LIKE MONSTER KILL, GOD LIKE, MULTI KILL, MEGA KILL, TRIPLE KILL, ...
#   YOU CAN MODIFY THE "REQUIREDKILLS" VALUES.
#   YOU CAN ALSO MODIFY THE MESSAGES THAT WILL BE SENT TO THE PLAYERS.
#   YOU CAN ALSO ADD OR REMOVE SOUNDS FROM THIS LIST.
#   THERE'S NO SOUNDS LIMIT.
#
KILLSTREAK EVENT =  0

; SOUND STRUCTURE
;
;   SOUND = {soundnumber} REQUIREDKILLS {kills} =   {sound}
;   SOUND = {soundnumber} MESSAGE @                 %s {message}
;

SOUND = 1 REQUIREDKILLS 3 =     AQS/triplekill.wav
SOUND = 1 MESSAGE @             %s is on TRIPLE KILL!

SOUND = 2 REQUIREDKILLS 5 =     AQS/multikill.wav
SOUND = 2 MESSAGE @             %s is on MULTI KILL!
#                               AQS/multikill2.wav

SOUND = 3 REQUIREDKILLS 6 =     AQS/rampage.wav
SOUND = 3 MESSAGE @             %s is on RAMPAGE!
#                               AQS/rampage2.wav

SOUND = 4 REQUIREDKILLS 7 =     AQS/killingspree.wav
SOUND = 4 MESSAGE @             %s is on a KILLING SPREE!
#                               AQS/killingspree2.wav

SOUND = 5 REQUIREDKILLS 8 =     AQS/dominating.wav
SOUND = 5 MESSAGE @             %s is DOMINATING!
#                               AQS/dominating2.wav

SOUND = 6 REQUIREDKILLS 9 =     AQS/impressive.wav
SOUND = 6 MESSAGE @             %s seems IMPRESSIVE!

SOUND = 7 REQUIREDKILLS 10 =    AQS/unstoppable.wav
SOUND = 7 MESSAGE @             %s is UNSTOPPABLE!
#                               AQS/unstoppable2.wav

SOUND = 8 REQUIREDKILLS 11 =    AQS/outstanding.wav
SOUND = 8 MESSAGE @             %s is OUTSTANDING!

SOUND = 9 REQUIREDKILLS 12 =    AQS/megakill.wav
SOUND = 9 MESSAGE @             %s made a MEGA KILL!
#                               AQS/megakill2.wav

SOUND = 10 REQUIREDKILLS 13 =   AQS/ultrakill.wav
SOUND = 10 MESSAGE @            %s made an ULTRA KILL!
#                               AQS/ultrakill2.wav

SOUND = 11 REQUIREDKILLS 14 =   AQS/eagleeye.wav
SOUND = 11 MESSAGE @            %s has an EAGLE EYE!
#                               AQS/eagleeye2.wav

SOUND = 12 REQUIREDKILLS 15 =   AQS/ownage.wav
SOUND = 12 MESSAGE @            %s OWNS!

SOUND = 13 REQUIREDKILLS 16 =   AQS/comboking.wav
SOUND = 13 MESSAGE @            %s is a KING!

SOUND = 14 REQUIREDKILLS 17 =   AQS/maniac.wav
SOUND = 14 MESSAGE @            %s is a MANIAC!

SOUND = 15 REQUIREDKILLS 18 =   AQS/ludicrouskill.wav
SOUND = 15 MESSAGE @            %s made a LUDICROUS KILL!

SOUND = 16 REQUIREDKILLS 19 =   AQS/bullseye.wav
SOUND = 16 MESSAGE @            TOO EASY for %s!

SOUND = 17 REQUIREDKILLS 20 =   AQS/excellent.wav
SOUND = 17 MESSAGE @            %s has EXCELLENT SKILLS!

SOUND = 18 REQUIREDKILLS 21 =   AQS/pancake.wav
SOUND = 18 MESSAGE @            %s fries THEM ALL!

SOUND = 19 REQUIREDKILLS 22 =   AQS/headhunter.wav
SOUND = 19 MESSAGE @            %s is a HEAD HUNTER!
#                               AQS/headhunter2.wav

SOUND = 20 REQUIREDKILLS 23 =   AQS/unreal.wav
SOUND = 20 MESSAGE @            %s is UNREAL!

SOUND = 21 REQUIREDKILLS 24 =   AQS/assassin.wav
SOUND = 21 MESSAGE @            %s is an ASSASSIN!

SOUND = 22 REQUIREDKILLS 25 =   AQS/whickedsick.wav
SOUND = 22 MESSAGE @            %s is WICKED SICK!

SOUND = 23 REQUIREDKILLS 26 =   AQS/massacre.wav
SOUND = 23 MESSAGE @            %s made a MASSACRE!

SOUND = 24 REQUIREDKILLS 27 =   AQS/killingmachine.wav
SOUND = 24 MESSAGE @            %s is a KILLING MACHINE!

SOUND = 25 REQUIREDKILLS 28 =   AQS/monsterkill.wav
SOUND = 25 MESSAGE @            %s made a MONSTER KILL!
#                               AQS/monsterkill2.wav

SOUND = 26 REQUIREDKILLS 29 =   AQS/holyshit.wav
SOUND = 26 MESSAGE @            HOLY SHIT! %s GOT ANOTHER ONE!

SOUND = 27 REQUIREDKILLS 30 =   AQS/godlike.wav
SOUND = 27 MESSAGE @            %s IS G O D L I K E !!!
#                               AQS/godlike2.wav

#
# IF YOU WANNA ADD ANOTHER K. STREAK SOUND, IT WILL BE THE SOUND WITH NUMBER '28'.
#
#   ANYWAYS, WHATEVER YOU DO, DO NOT DESTROY THE SOUNDS CHAIN. 'SOUND = 11' FOLLOWED BY 'SOUND = 13' WOULD BE BAD.
#   THE SOUNDS SHOULD ALWAYS START WITH '1' AND HAVE NO MISSING NUMBERS INTO THE CHAIN.
#   YES, YOU CAN HAVE ONLY '3' SOUNDS IF YOU WANT, FOR EXAMPLE. THEY WILL BE 'SOUND = 1', 'SOUND = 2' AND 'SOUND = 3'.
#

# HEADSHOT
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#   EXAMPLE OF HUD MESSAGE FOR HEADSHOT: "%s REMOVED %s's HEAD!" ( WITHOUT QUOTES ).
#   THIS HUD MESSAGE WILL BE SENT TO ALL PLAYERS ( NOT ONLY TO THE KILLER OR ONLY TO THE VICTIM ).
#   I SUGGEST TO LEAVE THE MESSAGE EMPTY ON POPULATED GAME SERVERS.
#   BUT IT LOOKS FINE ON DAY OF DEFEAT.
#
HEADSHOT EVENT =        1
HEADSHOT ONLY KILLER =  1
HEADSHOT SOUNDS =       AQS/headshot.wav , AQS/headshot1.wav , AQS/headshot2.wav , AQS/headshot3.wav, AQS/headshot4.wav, AQS/headshot5.wav, AQS/headshot6.wav, AQS/headshot7.wav, AQS/headshot8.wav, AQS/headshot9.wav, AQS/headshot10.wav, AQS/headshot11.wav
HEADSHOT HUDMSG =       

# SUICIDE
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM.
#
SUICIDE EVENT =     0
SUICIDE SOUNDS =    AQS/yourefunny.wav
SUICIDE HUDMSG =    %s KNOWS HOW THE KILL COMMAND WORKS!

# GRENADE KILL
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
NADE EVENT =    0
NADE SOUNDS =   AQS/laughs.wav , AQS/laughs2.wav , AQS/laughs3.wav , AQS/laughs4.wav
NADE HUDMSG =   %s MADE A PRECISION THROW TO %s

# TEAM KILL
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#   THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
TEAMKILL EVENT =    1
TEAMKILL SOUNDS =   AQS/teamkiller.wav
TEAMKILL HUDMSG =   %s IS SICK!

# KNIFE KILL
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
KNIFE EVENT =   1
KNIFE SOUNDS =  AQS/humiliating.wav , AQS/humiliatingdefeat.wav , AQS/humiliation.wav
KNIFE HUDMSG =  %s SLICED AND DICED %s!

# FIRST BLOOD
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
FIRSTBLOOD EVENT =  1
FIRSTBLOOD SOUNDS = AQS/firstblood.wav , AQS/firstblood1.wav , AQS/firstblood2.wav , AQS/firstblood3.wav , AQS/firstblood4.wav , AQS/firstblood5.wav , AQS/firstblood6.wav , AQS/firstblood7.wav , AQS/firstblood8.wav , AQS/firstblood9.wav , AQS/firstblood10.wav , AQS/firstblood11.wav
FIRSTBLOOD HUDMSG = %s made the FIRST BLOOD!

# ROUND START
#
#   THE HUD MESSAGE STRUCTURE IS "{MESSAGE}", THE MESSAGE YOU WANT, DON'T USE '%s' HERE!
#   THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
ROUNDSTART EVENT =  0
ROUNDSTART SOUNDS = AQS/play.wav , AQS/pickupyourweaponsandfight.wav , AQS/prepareforbattle.wav , AQS/preparetofight.wav
ROUNDSTART HUDMSG = PREPARE TO FIGHT!

# DOUBLE KILL
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
DOUBLEKILL EVENT =  1
DOUBLEKILL SOUNDS = AQS/doublekill.wav , AQS/doublekill2.wav , AQS/doublekill3.wav
DOUBLEKILL HUDMSG = WOW, %s made a DOUBLE KILL!

# HATTRICK
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE LEADER NAME, THE PLAYER WITH MOST KILLS FOR THIS ROUND.
#   THE 'MIN FRAGS FOR HATTRICK' MEANS HOW MANY FRAGS YOU SHOULD DO THIS ROUND TO APPEAR AT THE ROUND END AS "<%> WAS UNREAL THIS ROUND!".
#   IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
#   PERHAPS YOU MIGHT STILL USE IT, STILL NOT SURE HOW IT WILL LOOK LIKE.
#   THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
HATTRICK EVENT =            1
HATTRICK SOUNDS =           AQS/hattrick.wav , AQS/hattrick2.wav, AQS/amazing.wav, AQS/amazing2.wav, AQS/perfect1.wav
HATTRICK HUDMSG =           %s WAS UNREAL THIS ROUND!

# IF THIS IS 1, ALL THE PLAYERS WILL HEAR ( IF THE HATTRICK SOUND IS ENABLED ) & SEE ( IF THE HATTRICK MESSAGE IS ENABLED ) THE HATTRICK EVENT,
#   EVEN IF THEY COMPLETELY DISABLED THE AQS PLUGIN BY THE '/SOUNDS' CHAT COMMAND.
#
HATTRICK TO ALL =           0

MIN FRAGS FOR HATTRICK =    7

# //////////////////////////////

#
# HATTRICK RELATED
#
#   IF YOU KILL YOURSELF BY USING THE 'KILL' COMMAND, THE GAME TAKES 1 FRAG AWAY FROM YOU, BY DEFAULT.
#   IF YOU KILL YOURSELF BY JUMPING, ..., THE GAME ONLY ADDS 1 DEATH, WITHOUT ALTERING YOUR FRAGS COUNT.
#   SHOULD 'HATTRICK' EVENT ALSO DECREASE 1 FRAG FROM THE PLAYER'S 'FRAGS REQUIRED FOR HATTRICK' IF THEY SUICIDE BY THE 'KILL' COMMAND?
#
#   1 = YES     [ DEFAULT ]
#   0 = NO
#

DECREASE FRAG IN CASE OF 'KILL' COMMAND SUICIDE =   1

# //////////////////////////////

# FLAWLESS VICTORY
#
#   THE HUD MESSAGE STRUCTURE IS "{MESSAGE} %s {MESSAGE}", WHERE '%s' IS THE TEAM NAME.
#   YOU CAN SET THE TEAM NAMES TO BE SHOWN. YOU CAN USE FOR EXAMPLE 'TERRO' INSTEAD OF THE DEFAULT VALUE 'TERRORIST'.
#   THE TEAM THAT WON THE ROUND WITHOUT ANY CASUALTIES.
#   IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
#   THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
FLAWLESS VICTORY =          1
FLAWLESS SOUNDS =           AQS/flawlessvictory.wav, AQS/epic.wav, AQS/epic2.wav, AQS/flawlessvictory1.wav, AQS/flawlessvictory2.wav, AQS/perfect.wav
FLAWLESS VICTORY HUDMSG =   FLAWLESS %s VICTORY!

TE TEAM NAME =              TERRORIST
CT TEAM NAME =              COUNTER-TERRORIST

# REVENGE
#
#   THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER OR THE VICTIM NAME.
#   IF 'REVENGE ONLY FOR KILLER' IS SET TO 1, THE VICTIM WILL NOT HEAR THE SOUND.
#
REVENGE EVENT =             1
REVENGE ONLY FOR KILLER =   0
REVENGE SOUNDS =            AQS/payback.wav , AQS/vengeance.wav , AQS/retribution.wav , AQS/payback2.wav , AQS/payback3.wav
REVENGE KILLER MESSAGE =    YOU HAVE PAID %s BACK!
REVENGE VICTIM MESSAGE =    %s HAS JUST PAID YOU BACK!

# THE LAST MAN STANDING
#
#   THE HUD MESSAGE STRUCTURE [ TEAM ] IS "%s {MESSAGE} %a", WHERE '%s' IS THE LAST MAN STANDING NAME,
#   AND '%a' IS A RANDOM WORD FROM THE LIST BELOW.
#   THE HUD MESSAGE STRUCTURE [ SELF ] IS "{MESSAGE} %a" OR "%a {MESSAGE}", WHERE '%a' IS A RANDOM WORD FROM THE LIST BELOW.
#   THE PLAYER THAT REMAINS THE LAST ONE ALIVE IN THEIR TEAM.
#   IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
#   THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
TLMSTANDING EVENT =         0
TLMSTANDING SOUNDS =        AQS/youarethelastmanstanding.wav , AQS/iamtheoneandonly.wav
TLMSTANDING WORDS =         GUY , MAN STANDING , ONE , ONE ALIVE
TLMSTANDING TEAM HUDMSG =   %s IS THE LAST %a!
TLMSTANDING SELF HUDMSG =   YOU ARE THE LAST %a!
Attached Files
File Type: 7z AQS.7z (1.65 MB, 64 views)
Sunny C. is offline
claudiuhks
Yam Inside®™℠
Join Date: Jan 2010
Location: Living Randomly
Old 07-01-2023 , 21:32   Re: Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #250

Quote:
Originally Posted by Sunny C. View Post
A domination system would also be great.
I agree, within the next weeks or months.

Quote:
Originally Posted by Sunny C. View Post
I have adjusted the sounds a bit now.
Thanks!

Quote:
Originally Posted by Sunny C. View Post
There might also be the idea, directed to you, to add "Bomb has been planted, Bomb has been defused, dropped..." This way, a complete sound modification could be created, considering the most important things. In this case, the default sounds would need to be disabled.
I don't know what to say, I like the original sound. When I created AQS I was thinking to add stuff to the game not replace.

Quote:
Originally Posted by Sunny C. View Post
Nice
Updated to v7.0.
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