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[L4D1&2] Scene Processor


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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 06-24-2022 , 21:27   Re: [L4D1&2] Scene Processor
Reply With Quote #61

Found a bug with this plugin.

Whenever you try to set the pitch of a scene, only the first player who joins the server will hear the correct pitch. Anyone else will hear a extremely high/low pitched scene.

Anyone had this problem and how can I find a workaround for this?

Code:
public int OnSceneStageChanged(int scene, SceneStages stage) {     if (stage != SceneStage_Spawned)         return;     if (GetSceneInitiator(scene) == SCENE_INITIATOR_PLUGIN)     {         //Do not capture scenes spawned by the plugin, to prevent a loop.         //do other stuff here.         return;     }         int actor = GetActorFromScene(scene);     char sceneFile[MAX_SCENEFILE_LENGTH];     GetSceneFile(scene, sceneFile, sizeof(sceneFile));     switch(GetSpecialActor(actor))     {         case HARUKA:         {             CancelScene(scene);             PerformScene(actor, "", sceneFile, DEFAULT_SCENE_PREDELAY, 1.20);             return;           }         [...]

EDIT:
Apparently this can be done with a normal Sound Hook, and it's way simpler anyway.
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Last edited by gabuch2; 06-26-2022 at 23:12.
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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 07-09-2022 , 17:13   Re: [L4D1&2] Scene Processor
Reply With Quote #62

Bug, the plugin doesn't seem to capture scenes played by logic_choreographed_scene entities
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GoGetSomeSleep
Senior Member
Join Date: Dec 2018
Location: Miami/Florida
Old 02-04-2023 , 16:53   Re: [L4D1&2] Scene Processor
Reply With Quote #63

Is there a way to stop everyone from vocalizing automatically, including bots in the human team? I want it to be spoken only when they use the vocalize command
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