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Fireworks!


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Mohito
Junior Member
Join Date: Dec 2010
Old 12-31-2010 , 13:08   Re: Fireworks!
Reply With Quote #141

People crashes CS, because of this plug-in what could be a trick, server no crashes, with all the rules.
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-02-2011 , 08:24   Re: Fireworks!
Reply With Quote #142

I'm gonna update this plugin. Gonna release a fix for the crashing. and an update for my nukem plugin.
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-02-2011 , 08:47   Re: Fireworks!
Reply With Quote #143

Updated to 1.4.
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templetonpeck
Senior Member
Join Date: Apr 2009
Old 01-02-2011 , 13:46   Re: Fireworks!
Reply With Quote #144

I would like to implement this Plugin on my SM:Gungame Server. Is there a way to trigger it automatically and only at event gg_win and deactivate it at simple round end?
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-02-2011 , 13:58   Re: Fireworks!
Reply With Quote #145

I think so yeah, shouldn't be that hard ill look into it
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templetonpeck
Senior Member
Join Date: Apr 2009
Old 01-02-2011 , 14:24   Re: Fireworks!
Reply With Quote #146

That would be really nice. And two questions left:

You now got 2 choices of ceiling set:

sm_fireworks_low_ceiling 1
sm_fireworks_low_ceiling 0


Is there a way to add some more CVars which set the height of the
firework between low and high ceilings? So it would be possible to
set it to just the height you really want to.

Thats not a must for me, but maybe this would offer more individuality
to the plugin.

The 2nd question is:

Could it be possible to set an indiviual loudness to the firework sounds?

The point is that we got map end Music, and i would like to set the
firework sounds to an appropiate loudness.

Big Thanxx for your work, i really appreciate this.


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delirium_trigger
SourceMod Donor
Join Date: Apr 2009
Location: Washington
Old 01-02-2011 , 14:31   Re: Fireworks!
Reply With Quote #147

Could it be possible for an update with L4D2 compatibility? L4D2 has fireworks in it (One of the weapons is an explodable crate of fireworks). In theory, could you just take the firework effects in the game, and apply color changes to them?
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-02-2011 , 16:22   Re: Fireworks!
Reply With Quote #148

I haven't seen those effects, so i dunno where to look.
I can't put the sound louder sadly enough. It's the on the highest.

However i got test version up to detect and interact with gungame.
Download the test version below and let me know how if it works out.
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Last edited by V0gelz; 01-02-2011 at 17:54.
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templetonpeck
Senior Member
Join Date: Apr 2009
Old 01-02-2011 , 16:59   Re: Fireworks!
Reply With Quote #149

Doesnt work on Gungame right now. I got no Errors (neither in logs, nor in the console) , and the Plugin
is loaded properly. Even the Sounds are downloaded as they should.

Iīve set my CVars to:

sm_fireworks_noise 1 // This sets whether your fireworks makes noise. (canīt hear any sounds ingame, so its not only the FX missing)
sm_fireworks_roundend 0 // On Roundend (as mentioned, it only should work on event gg_win, not on usual round ends - anyways, i also tried it with 1)
sm_fireworks_field_size 2 // How large the fireworks field size is 1 small/2 average/3 big
sm_fireworks_low_ceiling 1 // Low ceiling map such as standard maps like de_dust, we put 1, big huge maps with a high ceiling, we put 0.

I think, it even should work by writing those CVars into the server.cfg and not into sourcemod.cfg shouldnīt it?

MetaMod:Source v1.8.5V
EventScripts v2.1.1.360
SourceMod v1.3.6

Iīm using the last Version of SM:GG (http://forums.alliedmods.net/showthread.php?t=93977)

Everytime, someone wins the game, my HLSW puts out the event "gg_win". So i think, this is also the event
in gungame itself.
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Last edited by templetonpeck; 01-02-2011 at 17:37.
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V0gelz
Senior Member
Join Date: Jun 2004
Old 01-02-2011 , 17:55   Re: Fireworks!
Reply With Quote #150

Ok you have to have roundend option at 1.
Here is another test version.
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Last edited by V0gelz; 01-03-2011 at 13:47.
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