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HE Nade ringing in your ears / flash bang effects (like CSS)


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TnP | Ass Master
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Join Date: May 2005
Old 05-16-2005 , 18:37   HE Nade ringing in your ears / flash bang effects (like CSS)
Reply With Quote #1

I'm not a big fan of source but i think itd be pimp if you could have it so your ears ring and cut out the sound wen you get hit by an nade (and live ) Dunno how hard it would be to cut out the sound but should be easy to add ringing effects aye?

Also maybe some graphical effects wen flashed.

Maybe new smoke models too

So basically the effects of CSS on the ol HL engine.

Plz reply if you are good at scripting and know if any of that is impossible at least.
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teame06
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Join Date: Feb 2005
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Old 05-16-2005 , 18:51  
Reply With Quote #2

I know their one in amx it made by KRoT@L..

http://djeyl.net/forum/index.php?showtopic=41434

Ask someone to port it for you.
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nightscreem
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Join Date: Jul 2004
Location: Belgium
Old 05-16-2005 , 19:29  
Reply With Quote #3

it can't be ported for amxmodx without the vexdum module
but i can pm you the version with vexdum
because in_view_cone is not in engine you can also ask if the engine module get updated
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Johnny got his gun
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Join Date: Jan 2004
Location: Tokyo
Old 05-17-2005 , 02:19  
Reply With Quote #4

This was already asked ~6 months ago or something like that... search around.
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TnP | Ass Master
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Join Date: May 2005
Old 05-17-2005 , 16:58  
Reply With Quote #5

Alright, i found the flashbang one.

http://forums.alliedmods.net/showthread.php?t=11720

Wonder how you could add the effects to HE?
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TnP | Ass Master
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Join Date: May 2005
Old 05-19-2005 , 17:43  
Reply With Quote #6

Ok, i modded the code a bit, made it so it plays 2 diff wav files, full flash, and partial flash, now anybody ahve any ideas on how to cut out the sound, if possible? Or mabye add in a ringing in your ears for the HE nade?


Just guessing, but its the read data(7) that its using to tell if you'v been flashed?
I was thinking for cutting out the sound maybe have it cut his volume down 10% then increase it back to 100% but i dont know how to do this, but that'll probaly cut out the sound effect.

Also i think this is turning into a support thread rather than a suggestion so if you wnat to move it, thats cool.

Code:
#include <amxmodx>
#include <engine>

#define B_F 255
#define B_PF 200
#define B_P 100
#define VOL_LOW 0.1
#define VOL_HIGH 1.0

public plugin_precache() {
	precache_sound("misc/flashp1.wav")
	precache_sound("misc/flash1.wav")
}

public ifflashedpartial(id) {
	new effect = read_data(7)
	if (effect != B_PF && effect != B_P) {

		return PLUGIN_CONTINUE
	}

	client_cmd(id, "spk misc/flashp1")

	return PLUGIN_CONTINUE
}





public ifflashed(id) {
	new effect = read_data(7)
	if (effect != B_F && effect != B_P) {

		return PLUGIN_CONTINUE
	}

	client_cmd(id, "spk misc/flash1")


	return PLUGIN_CONTINUE
}

public plugin_init() {
	register_plugin("flashbang", "1.0", "Cheap_Suit")
	register_event("ScreenFade", "ifflashed", "be", "4=255", "5=255", "6=255", "7>199")
	register_event("ScreenFade", "ifflashedpartial", "be", "4=255", "5=255", "6=255", "7>199")
}
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TnP | Ass Master
Junior Member
Join Date: May 2005
Old 05-31-2005 , 00:50  
Reply With Quote #7

Nobody has an idea of how to cut out the sound and make it fade in, what about maybe getting the players volume, and slowly increase it by %'s, but then you'd have to take out the sound, any ideas???
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WaZZeR++
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Join Date: Mar 2005
Location: Sweden
Old 05-31-2005 , 14:46  
Reply With Quote #8

I dont know if you can use the volum cvar, maybe that is blocked, but that sould work.

something like this:
get the cvar and save it
set it to 0
count have much the sound should be incresed with the orginal cvar.
if the volum was 3, do like 3/5. and incers it with that valut 5 times...
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v3x
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Join Date: Oct 2004
Location: US
Old 05-31-2005 , 14:47  
Reply With Quote #9

Plugin: http://forums.alliedmods.net/showthr...?p=94567#98247
Sound: http://forums.alliedmods.net/showthr...?p=94984#98668
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