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BEsaysounds


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BehaartesEtwas
Senior Member
Join Date: Dec 2007
Old 06-10-2008 , 13:36   Re: BEsaysounds
Reply With Quote #91

Code:
    "hi" {
      "files" {            // random sound
        "1" "misc/hi.mp3"
        "2" "misc/hy.mp3"
        "3" "misc/servus.wav"
        "4" "misc/tach.mp3"
    }
You have two "{" but only one "}".

Though this should not crash the server. But if the server crashes after the sound has been played I suppose it is something else, because the plugin is not active shortly after a connect sound has been played. The plugin hooks the player_activate event and creates only a single timer (5 secs) to play the sound. If the sound starts playing (and maybe the center text and/or chat messages have been displayed) the plugin does not do anything anymore related to the player_activate...
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Crawfy2D
Member
Join Date: Aug 2007
Location: Hamburg (Germany)
Old 06-10-2008 , 20:35   Re: BEsaysounds
Reply With Quote #92

Quote:
Originally Posted by BehaartesEtwas View Post
@Crawfy2D: Try this:
Code:
bind "KP_DOWNARROW" "say 'hi'"
It is only a guess (I did not test it), but I think my script tries always to strip quotes around the written text, even if there are none. I will put this to the TODO list, should be easily fixed...
Dont works
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LocutusH
Senior Member
Join Date: Dec 2007
Location: Hungary
Old 06-11-2008 , 05:24   Re: BEsaysounds
Reply With Quote #93

Quote:
Originally Posted by BehaartesEtwas View Post
Code:
    "hi" {
      "files" {            // random sound
        "1" "misc/hi.mp3"
        "2" "misc/hy.mp3"
        "3" "misc/servus.wav"
        "4" "misc/tach.mp3"
    }
You have two "{" but only one "}".

Though this should not crash the server. But if the server crashes after the sound has been played I suppose it is something else, because the plugin is not active shortly after a connect sound has been played. The plugin hooks the player_activate event and creates only a single timer (5 secs) to play the sound. If the sound starts playing (and maybe the center text and/or chat messages have been displayed) the plugin does not do anything anymore related to the player_activate...

I had that missing } too, but i can confirm that this does not cause any server crash. That sound section was simply not working.
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BehaartesEtwas
Senior Member
Join Date: Dec 2007
Old 06-11-2008 , 06:33   Re: BEsaysounds
Reply With Quote #94

Quote:
Originally Posted by Crawfy2D View Post
Dont works
Try running something like say "hi" directly from the console (without binding). If you have found something that works, try to bind it. I will fix this in the next release, but currently I do not have much time...


Quote:
Originally Posted by LocutusH View Post
I had that missing } too, but i can confirm that this does not cause any server crash. That sound section was simply not working.
Yes, but it will explain, why J@y-R's random sounds are not working... ;-)
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J@y-R
Senior Member
Join Date: Jan 2007
Location: Hamburg (Germany)
Old 06-12-2008 , 21:34   Re: BEsaysounds
Reply With Quote #95

this is from your config......

Code:
"cu" {
      "files" {            // random sound
        "1" "misc/cu.mp3"
        "2" "misc/another_cu.mp3"
        // place any number of consecutive numbered files here
    }
and this is from my config....

Code:
"hi" {
      "files" {    // random sound
        "1" "misc/hi.mp3"
        "2" "misc/hy.mp3"
        "3" "misc/servus.wav"
        "4" "misc/tach.mp3"
    }
What is wrong ???
Give me a example with more random sounds please.....xD

Last edited by J@y-R; 06-12-2008 at 21:42.
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BehaartesEtwas
Senior Member
Join Date: Dec 2007
Old 06-13-2008 , 03:25   Re: BEsaysounds
Reply With Quote #96

Well.... my config is wrong as well, sorry!


correct would be:
Code:
    "cu" {
      "files" {            // random sound
        "1" "misc/cu.mp3"
        "2" "misc/another_cu.mp3"
        // place any number of consecutive numbered files here
      }
    }
The number of { and } has do be equal, it does not matter how you indent the lines. So with two random sounds it looks like:
Code:
    "cu" {
      "files" {
        "1" "misc/cu.mp3"
        "2" "misc/another_cu.mp3"
        // place any number of consecutive numbered files here
      }
    }
    "hi" {
      "files" {
        "1" "misc/hi.mp3"
        "2" "misc/hy.mp3"
        "3" "misc/servus.wav"
        "4" "misc/tach.mp3"
      }
    }
I will correct my config in the next release and make a warning in the first post to all other users. Thanks for bringing this to my attention!
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Cybot
New Member
Join Date: Jun 2006
Old 07-12-2008 , 05:57   Re: BEsaysounds
Reply With Quote #97

first, thanks for this great plugin, works like a charm!


it would be nice if it could play sounds one some "combined events"

for example, only 1 player left for each team, and one player hits the other player (now starting some final match sound)

or last player of team CT left and he needs to defuse the bomb

or only two opponent players left and both draw their knifes

this would really be great!
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BehaartesEtwas
Senior Member
Join Date: Dec 2007
Old 07-12-2008 , 07:35   Re: BEsaysounds
Reply With Quote #98

Hmm, nice idea, but I am not sure, how to implement this without creating so many special cases. I will think about this a little bit...
BehaartesEtwas is offline
Cybot
New Member
Join Date: Jun 2006
Old 07-13-2008 , 12:10   Re: BEsaysounds
Reply With Quote #99

another two things:

multiple sounds, would be nice if this could just be displayed as:

lol(3), another_sound(2)

in the same list as single sounds


and optionally additionally could direct accessed with:

say: lol(1)
say: lol(2)

aso.


keep up the good work!
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BehaartesEtwas
Senior Member
Join Date: Dec 2007
Old 07-13-2008 , 16:58   Re: BEsaysounds
Reply With Quote #100

Hey, nice idea, I will put this into my TODO list.


I have thought about the combined events a little bit. Currently, the events can already trigger different actions (play a sound, display a text...). What if I add the possibility to add a "flag" that can be set by one event (also without doing anything else if you want) and required for a second event to perform the action.

Additionally I would add the possibility to require certain conditions to trigger an event, e.g. a specific number of players in a team (e.g. to play a last-man-standing sound).

I think, that way it would be possible to cover most scenarios. Btw: How is it possible to detect when a player draws the knife (i.e. selects a specific weapon)? There isn't any event for this, is it?

PS: Unfortunately I have little time at the moment. I think I will not be able to start working on the plugin again before August... Please be a little patient!
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