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Say Sounds (including Hybrid Edition) (4.0.8)


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omgiafs
Junior Member
Join Date: Jul 2008
Location: Russia
Old 01-29-2009 , 04:02   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #111

All possible with plugins. But plugins need to be wrutten by somebody .
Try to find more about SourceMod scripting, Source engine game events, game-specific events... It's no so terrible (first look most terrible ).

But you can ask for adding events you need into plugin.

About plugin. I think that this plugin MUST support events like

teamplay_round_start
teamplay_round_active
teamplay_waiting_begins
teamplay_round_win
teamplay_round_stalemate
teamplay_suddendeath_begin
teamplay_suddendeath_end
teamplay_game_over
teamplay_map_time_remaining
teamplay_point_startcapture
teamplay_point_captured
achievement_earned
player_calledformedic

It's for TF2.
I hope author make it .
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MrSaturn
SourceMod Donor
Join Date: Jan 2009
Old 01-29-2009 , 10:55   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #112

Quote:
Originally Posted by omgiafs View Post
All possible with plugins. But plugins need to be wrutten by somebody .
Try to find more about SourceMod scripting, Source engine game events, game-specific events... It's no so terrible (first look most terrible ).

But you can ask for adding events you need into plugin.

About plugin. I think that this plugin MUST support events like

teamplay_round_start
teamplay_round_active
teamplay_waiting_begins
teamplay_round_win
teamplay_round_stalemate
teamplay_suddendeath_begin
teamplay_suddendeath_end
teamplay_game_over
teamplay_map_time_remaining
teamplay_point_startcapture
teamplay_point_captured
achievement_earned
player_calledformedic

It's for TF2.
I hope author make it .
I dunno about the call for medic thing but the rest sounds like a good idea. The plugin is already really great so far!

I dont want to push it with the requests... but an admin loop option would be pretty cool, too, i mean, if thats easily added and not a hassle.
MrSaturn is offline
naris
AlliedModders Donor
Join Date: Dec 2006
Old 01-29-2009 , 16:07   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #113

Quote:
Originally Posted by st0rm_r1der View Post
Is it possible to play a action sound on blending a player...?
How do you blend a player?
naris is offline
st0rm_r1der
Member
Join Date: Feb 2008
Location: DE
Old 01-29-2009 , 16:36   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #114

Quote:
Originally Posted by naris View Post
How do you blend a player?
with a flashbang?!
st0rm_r1der is offline
MONDO
Junior Member
Join Date: Jan 2009
Old 01-30-2009 , 09:24   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #115

3 Suggestions -
1. Definitely get the gametype info incorporated into your plugin so it can compile more easily. You may find that by doing this others can help you with further development of your plugin

2. Support for voting of the next karaoke song to play would be awesome. See my 3rd suggestion below to aid in not having multiple songs running...

3. It would be great for the plugin to prevent firing off another karaoke song while one is still in progress. I am using this plugin mainly for karaoke (our group does a 'drunken shenanigans' night monthly, and your plugin is perfect for this!) but I allow all members admin access and it is real easy for one song to overlap another. Perhaps a marker at the end of the song's cfg file to release use of the command again?

Other than that, very nice plugin!
MONDO is offline
Taipan
Junior Member
Join Date: Jan 2009
Old 01-30-2009 , 19:04   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #116

Is it possible to add in the following kill events for TF2.

Flare Gun
Deflect Rocket
Deflect ProMode (Hlstatsx name for Demoman primary weapon)
Deflect Sticky
Deflect Flare
Taipan is offline
gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 01-31-2009 , 11:15   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #117

Quote:
Originally Posted by omgiafs View Post
All possible with plugins. But plugins need to be wrutten by somebody .
Try to find more about SourceMod scripting, Source engine game events, game-specific events... It's no so terrible (first look most terrible ).

But you can ask for adding events you need into plugin.

About plugin. I think that this plugin MUST support events like

teamplay_round_start
teamplay_round_active
teamplay_waiting_begins
teamplay_round_win
teamplay_round_stalemate
teamplay_suddendeath_begin
teamplay_suddendeath_end
teamplay_game_over
teamplay_map_time_remaining
teamplay_point_startcapture
teamplay_point_captured
achievement_earned
player_calledformedic

It's for TF2.
I hope author make it .
I've already added some round events but it's not finished yet and I'm actually a bit busy with uni stuff but I'm working on it.
Quote:
Originally Posted by MrSaturn View Post
I dunno about the call for medic thing but the rest sounds like a good idea. The plugin is already really great so far!

I dont want to push it with the requests... but an admin loop option would be pretty cool, too, i mean, if thats easily added and not a hassle.
What du you mean with an admin loop option?
Quote:
Originally Posted by MONDO View Post
3 Suggestions -
1. Definitely get the gametype info incorporated into your plugin so it can compile more easily. You may find that by doing this others can help you with further development of your plugin
...
All you need to do is place the gametype.inc in the ...\sourcemod\scripting\include folder and you can compile the plugin.

Quote:
Originally Posted by Taipan View Post
Is it possible to add in the following kill events for TF2.

Flare Gun
Deflect Rocket
Deflect ProMode (Hlstatsx name for Demoman primary weapon)
Deflect Sticky
Deflect Flare
Just experiment with the param a bit so try using flaregun or flare_gun as param and see if it works, same for the deflect stuff.
To get this working doesn't require to add an event to the plugin, you only need to find the correct param for the kill event (should be in the server logs).
If you found them and let me know the correct ones I will add them to the weapons list.
gH0sTy is offline
naris
AlliedModders Donor
Join Date: Dec 2006
Old 02-01-2009 , 09:36   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #118

Quote:
Originally Posted by st0rm_r1der View Post
with a flashbang?!
That would be blind.

Usually you would use one of these to blend something:


Like this:
http://joecartoon.atom.com/cartoons/...g_in_a_blender

Last edited by naris; 02-01-2009 at 09:48.
naris is offline
naris
AlliedModders Donor
Join Date: Dec 2006
Old 02-01-2009 , 09:39   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #119

Quote:
Originally Posted by MONDO View Post
3. It would be great for the plugin to prevent firing off another karaoke song while one is still in progress.
It does this already, set the Duration parameter to the length of the song in the main saysounds.cfg file for the karaoke sounds.
naris is offline
omgiafs
Junior Member
Join Date: Jul 2008
Location: Russia
Old 02-01-2009 , 10:22   Re: Say Sounds (including Hybrid Edition) (3.1.0)
Reply With Quote #120

Can anybody help me with endround sounds? I want to realize custom endround sounds like on TF2 server 77.50.0.12:27015.
On this server at round_end playing custom sounds.

How to realize it? I try to modify game_sounds.txt on server like this:
Quote:
"Game.YourTeamLost"
{
"channel" "CHAN_AUTO"
"volume" "1"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "endmusic/endround1.mp3"
"wave" "endmusic/endround2.mp3"
"wave" "endmusic/endround3.mp3"
"wave" "endmusic/endround4.mp3"
"wave" "endmusic/endround5.mp3"
"wave" "endmusic/endround6.mp3"
}
}

"Game.YourTeamWon"
{
"channel" "CHAN_AUTO"
"volume" "1"
"soundlevel" "SNDLVL_140dB"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "endmusic/endround1.mp3"
"wave" "endmusic/endround2.mp3"
"wave" "endmusic/endround3.mp3"
"wave" "endmusic/endround4.mp3"
"wave" "endmusic/endround5.mp3"
"wave" "endmusic/endround6.mp3"
}
}
But this won't work. If this game_sounds.txt put into client folder - it works.

How to realize this feature ? Please, help!

/upd. I understand that modifying game_sounds.txt is stupid way (and helpless , i suppose), but i dont know how to override default client sound linked to endround event.

Last edited by omgiafs; 02-01-2009 at 22:56.
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