Advanced Quake Sounds v7.7 (AQS v7.7)
Updated on December 2023, all Games, Mods and AMX Mod X Editions are Supported!
A new, Easy & Performant ("Quake Sounds") Plugin!
Contribute by Fixing/ Adding Things to the .sma Script on GITHUB!
Description
This Plugin is Very Easy to be set up and it has a Configuration File.
It has Many K. Streak Sounds, From ("Unreal Tournament") and Other Games.
It Doesn‘t Have any Bugs, it‘s Entirely Tested by me Even With 32 Players, Rather Than Other Plugins.
You can Configure Everything, the Sounds Which Will be Precached, and all its Events and its Features.
It Supports all Games, Counter-Strike, Counter-Strike: Condition Zero, Day of Defeat, Half-Life, Team Fortress Classic,
The Specialists, Natural Selection, Sven Co-op, Ricochet, Deathmatch Classic, ...
There‘s no K. Streak Sounds Limit. You can set Unlimited Sounds. You can Also Remove Sounds From the File.
The Hattrick Feature Means the Best Player on the Actual Round.
Servers Running Advanced Quake Sounds
There Could be Many, but not all of Them Export Their Variables!
Head Shot → Head Shot Suicide → You‘re Funny Grenade Kill → Laughs, Shut Down Team Kill → Team Killer Knife Kill → Humiliating Defeat, Humiliation, Humiliating First Blood → First Blood Round Start → Pickup Your Weapons and Fight, Play, Prepare to Fight, Prepare for Battle Double Kill → Double Kill Hattrick → Hattrick The Last Man Standing → You are the Last man Standing, I am the one and Only Flawless Victory → Flawless Victory Revenge → Pay Back, Vengeance, Retribution
Settings File
AQS.ini
Code:
//
/// IF YOU DISABLE AN EVENT, FOR EXAMPLE "HEADSHOT EVENT", THE HEAD SHOT SOUNDS WILL NOT BE PRECACHED.
/// REGARDING HUD MESSAGES [ TE_TEXTMESSAGE ], USE THE EMPTY VALUE TO SET NO HUD MESSAGES.
/// THE EMPTY VALUE MEANS NOTHING AFTER THE '=' SYMBOL.
/// IF YOU DISABLE THE PLUGIN, NO SOUNDS WILL BE PRECACHED.
/// IF YOU USE THE EMPTY VALUE FOR THE SOUND IN AN EVENT, THE EVENT WILL STILL WORK, BUT, WITHOUT ANY SOUND.
/// IN WINDOWS, TALKING ABOUT FILE NAMES, 'one.wav' AND 'ONE.WAV' ARE SAME. IN LINUX AND PROBABLY OTHER SYSTEMS,
/// 'one.wav' AND 'ONE.WAV' CAN BE BOTH INTO THE SAME FOLDER, AS DIFFERENT FILES. SO, TAKE CARE ABOUT THE SOUND FILE NAMES,
/// IF YOUR GAME SERVER IS ON LINUX.
//
# ENABLES OR DISABLES THE PLUGIN.
#
ENABLE/ DISABLE PLUGIN = 1
# ENABLES OR DISABLES THE '/SOUNDS' CHAT COMMAND.
#
# IF DISABLED [ 0 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED AND THEY WILL NOT BE ALLOWED TO CHANGE THIS ANYMORE.
# IF ENABLED [ 1 ], ALL NEW PLAYERS WILL HAVE THE SOUNDS ENABLED BUT THEY WILL BE ALLOWED TO CHANGE THIS.
#
ENABLE/ DISABLE CHAT = 1
# ENABLES OR DISABLES THE '/SOUNDS' CHAT INFORMATION AFTER THE PLAYER HAS JOINED THE GAME SERVER.
#
ENABLE/ DISABLE JOIN = 1
JOIN DELAY SECONDS = 6.000000 # IF ENABLED, AFTER THE PLAYER HAS JOINED WAIT THIS MANY SECONDS BEFORE PRINTING OUT THE INFORMATION ( DEF 6.000000 )
# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' INFORMATION ANYMORE IF IT HAS ALREADY BEEN SHOWN TO THAT STEAM.
#
# THIS OPTION ONLY WORKS IF THE SQL STORAGE IS IN USE.
# THIS OPTION ONLY WORKS IF THE OPTION ABOVE IS ENABLED.
#
# DEFAULT = 1
#
SKIP EXISTING INFO = 1
# WHEN ENABLED, DO NOT SHOW THE CHAT '/SOUNDS' COMMAND WHEN TYPED.
#
# DEFAULT = 0
#
HIDE CHAT CMD = 0
# HUD MESSAGES IN RGB [ RED, GREEN, BLUE ].
#
# USE UNDERLINE FOR RANDOM VALUE. THE UNDERLINE IS '_' ( WITHOUT QUOTES ).
# THE MAXIMUM VALUE IS 255 AND THE MINIMUM VALUE IS 0.
#
# WE RECOMMEND BLUE MAX 127, RED MAX 191 & GREEN MAX 255.
#
HUDMSG RED = _
HUDMSG GREEN = _
HUDMSG BLUE = _
# ENABLES OR DISABLES THE SQL STORAGE STUFF.
#
# 1 = SQL PER STEAM PLAYER PREFERENCES STORAGE ON
# 0 = SQL PER STEAM PLAYER PREFERENCES STORAGE OFF
#
# USING SQL MAY RAISE UP RAM ( MEMORY ) USAGE AND SOME GAME HOSTING COMPANIES MAY RESTRICT TOO MUCH MEMORY USAGE.
# IF YOUR GAME SERVER RANDOMLY CRASHES AND YOU THINK YOUR GAME HOSTING COMPANY MAY LIMIT YOUR GAME SERVER MEMORY USAGE, TURN THIS OFF.
#
# DEFAULT = 1
#
SQL ON/ OFF = 1
# SQL FULL OR FAST STEAM STORAGE.
#
# 1 = FULL "STEAM_X:Y:ZZZ"
# 0 = FAST "ZZZ"
#
# IF YOUR STEAM IS "STEAM_0:0:36120359" BUT SOMETIMES THE GAME SERVER IS SAYING THAT YOUR STEAM IS "STEAM_0:1:36120359", "STEAM_1:1:36120359"
# OR "STEAM_1:0:36120359", USE 0.
#
# DEFAULT = 0
#
SQL FULL STEAM STORAGE = 0
# SQL USER NAME.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL USER = root
# SQL ADDRESS.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY. CAN BE AN IP ADDRESS. CAN BE A DNS ADDRESS.
#
SQL ADDRESS = hattrick.go.ro
# SQL PASSWORD.
#
# NOT NEEDED FOR SQLITE LOCAL STORAGE, NEEDED FOR MYSQL REMOTE STORAGE. CAN BE EMPTY.
#
SQL PASSWORD =
# PRIMARY ( MAIN ) SQL CHARACTER SET.
#
# ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
# utf8mb4, utf8, ...
#
# DEFAULT = utf8mb4
#
SQL CHARSET = utf8mb4
# SECONDARY SQL CHARACTER SET.
#
# THIS IS USED IF THE PRIMARY CHARACTER SET DOES NOT EXIST.
#
# ONLY NEEDED FOR MYSQL. CAN BE EMPTY FOR MYSQL OR SQLITE AS WELL.
#
# utf8mb4, utf8, ...
#
# DEFAULT = utf8
#
SQL SECONDARY CHARSET = utf8
# SQL DATABASE NAME.
#
# THE DATABASE NAME IF MYSQL IS USED. IF SQLITE LOCAL STORAGE IS USED, THIS MEANS THE DATABASE FILE NAME.
#
# DEFAULT = aqs
#
SQL DATABASE = aqs
# SQL EXTENSION TO USE.
#
# mysql [ REMOTE ( NEEDS ADDRESS, USER NAME & PASSWORD ) ]
#
# sqlite [ LOCAL ( THE DATABASE NAME IS A FILE NAME STORED ON THE GAME SERVER ) ]
#
# DEFAULT = sqlite
#
SQL EXTENSION = sqlite
# SQL TIME OUT SETTING.
#
# SECONDS TO WAIT BEFORE ABORTING AN UNRESPONSIVE CONNECTION. ONLY USED IN MYSQL.
#
# 0 = USE THE DEFAULT VALUE OF 60 SECONDS ( SEE THE "CORE.INI" CONFIG FILE )
#
# DEFAULT = 0
#
SQL TIME OUT = 0
# K. STREAK.
#
# SOUNDS LIKE MONSTER KILL, GOD LIKE, MULTI KILL, MEGA KILL, TRIPLE KILL, ...
# YOU CAN MODIFY THE "REQUIREDKILLS" VALUES.
# YOU CAN ALSO MODIFY THE MESSAGES THAT WILL BE SENT TO THE PLAYERS.
# YOU CAN ALSO ADD OR REMOVE SOUNDS FROM THIS LIST.
# THERE'S NO SOUNDS LIMIT.
#
KILLSTREAK EVENT = 1
# IF YOUR GAME SERVER IS FFA ( FREE 4 ALL ) AND ALL THE CONNECTED PLAYERS ARE YOUR ENEMIES,
# SET THIS TO 0.
#
# IF YOU SET THIS TO 0 AND YOUR GAME SERVER IS NOT FFA THEN IF A TEAM KILL HAPPENS IT WILL TRIGGER SOUNDS LIKE RAMPAGE OR MEGA KILL.
#
KSTREAK FRAG IGNORED ON TEAM KILL = 1
; SOUND STRUCTURE
;
; SOUND = {soundnumber} REQUIREDKILLS {kills} = {sound}
; SOUND = {soundnumber} MESSAGE @ %s {message}
;
SOUND = 1 REQUIREDKILLS 3 = AQS/triplekill.wav
SOUND = 1 MESSAGE @ %s is on TRIPLE KILL!
# AQS/quadrakill.wav
SOUND = 2 REQUIREDKILLS 5 = AQS/multikill.wav
SOUND = 2 MESSAGE @ %s is on MULTI KILL!
# AQS/multikill2.wav
# AQS/pentakill.wav
SOUND = 3 REQUIREDKILLS 6 = AQS/rampage.wav
SOUND = 3 MESSAGE @ %s is on RAMPAGE!
# AQS/rampage2.wav
# AQS/hexakill.wav
SOUND = 4 REQUIREDKILLS 7 = AQS/killingspree.wav
SOUND = 4 MESSAGE @ %s is on a KILLING SPREE!
# AQS/killingspree2.wav
SOUND = 5 REQUIREDKILLS 8 = AQS/dominating.wav
SOUND = 5 MESSAGE @ %s is DOMINATING!
# AQS/dominating2.wav
SOUND = 6 REQUIREDKILLS 9 = AQS/impressive.wav
SOUND = 6 MESSAGE @ %s seems IMPRESSIVE!
SOUND = 7 REQUIREDKILLS 10 = AQS/unstoppable.wav
SOUND = 7 MESSAGE @ %s is UNSTOPPABLE!
# AQS/unstoppable2.wav
SOUND = 8 REQUIREDKILLS 11 = AQS/outstanding.wav
SOUND = 8 MESSAGE @ %s is OUTSTANDING!
SOUND = 9 REQUIREDKILLS 12 = AQS/megakill.wav
SOUND = 9 MESSAGE @ %s made a MEGA KILL!
# AQS/megakill2.wav
SOUND = 10 REQUIREDKILLS 13 = AQS/ultrakill.wav
SOUND = 10 MESSAGE @ %s made an ULTRA KILL!
# AQS/ultrakill2.wav
SOUND = 11 REQUIREDKILLS 14 = AQS/eagleeye.wav
SOUND = 11 MESSAGE @ %s has an EAGLE EYE!
# AQS/eagleeye2.wav
SOUND = 12 REQUIREDKILLS 15 = AQS/ownage.wav
SOUND = 12 MESSAGE @ %s OWNS!
SOUND = 13 REQUIREDKILLS 16 = AQS/comboking.wav
SOUND = 13 MESSAGE @ %s is a KING!
SOUND = 14 REQUIREDKILLS 17 = AQS/maniac.wav
SOUND = 14 MESSAGE @ %s is a MANIAC!
SOUND = 15 REQUIREDKILLS 18 = AQS/ludicrouskill.wav
SOUND = 15 MESSAGE @ %s made a LUDICROUS KILL!
SOUND = 16 REQUIREDKILLS 19 = AQS/bullseye.wav
SOUND = 16 MESSAGE @ TOO EASY for %s!
SOUND = 17 REQUIREDKILLS 20 = AQS/excellent.wav
SOUND = 17 MESSAGE @ %s has EXCELLENT SKILLS!
SOUND = 18 REQUIREDKILLS 21 = AQS/pancake.wav
SOUND = 18 MESSAGE @ %s fries THEM ALL!
SOUND = 19 REQUIREDKILLS 22 = AQS/headhunter.wav
SOUND = 19 MESSAGE @ %s is a HEAD HUNTER!
# AQS/headhunter2.wav
SOUND = 20 REQUIREDKILLS 23 = AQS/unreal.wav
SOUND = 20 MESSAGE @ %s is UNREAL!
SOUND = 21 REQUIREDKILLS 24 = AQS/assassin.wav
SOUND = 21 MESSAGE @ %s is an ASSASSIN!
SOUND = 22 REQUIREDKILLS 25 = AQS/whickedsick.wav
SOUND = 22 MESSAGE @ %s is WICKED SICK!
SOUND = 23 REQUIREDKILLS 26 = AQS/massacre.wav
SOUND = 23 MESSAGE @ %s made a MASSACRE!
SOUND = 24 REQUIREDKILLS 27 = AQS/killingmachine.wav
SOUND = 24 MESSAGE @ %s is a KILLING MACHINE!
SOUND = 25 REQUIREDKILLS 28 = AQS/monsterkill.wav
SOUND = 25 MESSAGE @ %s made a MONSTER KILL!
# AQS/monsterkill2.wav
SOUND = 26 REQUIREDKILLS 29 = AQS/holyshit.wav
SOUND = 26 MESSAGE @ HOLY SHIT! %s GOT ANOTHER ONE!
SOUND = 27 REQUIREDKILLS 30 = AQS/godlike.wav
SOUND = 27 MESSAGE @ %s IS G O D L I K E !!!
# AQS/godlike2.wav
#
# IF YOU WANNA ADD ANOTHER K. STREAK SOUND, IT WILL BE THE SOUND WITH NUMBER '28'.
#
# ANYWAYS, WHATEVER YOU DO, DO NOT DESTROY THE SOUNDS CHAIN. 'SOUND = 11' FOLLOWED BY 'SOUND = 13' WOULD BE BAD.
# THE SOUNDS SHOULD ALWAYS START WITH '1' AND HAVE NO MISSING NUMBERS INTO THE CHAIN.
# YES, YOU CAN HAVE ONLY '3' SOUNDS IF YOU WANT, FOR EXAMPLE. THEY WILL BE 'SOUND = 1', 'SOUND = 2' AND 'SOUND = 3'.
#
# HEADSHOT
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
# EXAMPLE OF HUD MESSAGE FOR HEADSHOT: "%s REMOVED %s's HEAD!" ( WITHOUT QUOTES ).
# THIS HUD MESSAGE WILL BE SENT TO ALL PLAYERS ( NOT ONLY TO THE KILLER OR ONLY TO THE VICTIM ).
# I SUGGEST TO LEAVE THE MESSAGE EMPTY ON POPULATED GAME SERVERS.
# BUT IT LOOKS FINE ON DAY OF DEFEAT.
# IF HEADSHOT ONLY KILLER IS 1 THEN ONLY THE KILLER WILL HEAR THE SOUND. ALL PLAYERS WILL HEAR THE SOUND IF 0.
#
HEADSHOT EVENT = 1
HEADSHOT ONLY KILLER = 1
HEADSHOT SOUNDS = AQS/headshot.wav , AQS/headshot2.wav , AQS/headshot3.wav , AQS/headshot4.wav
HEADSHOT HUDMSG =
# TRIGGER THE HEADSHOT IF A TEAM KILL HAPPENS
#
HEADSHOT ON TEAM KILL = 0
# SUICIDE
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM.
#
SUICIDE EVENT = 1
SUICIDE SOUNDS = AQS/yourefunny.wav
SUICIDE HUDMSG = %s KNOWS HOW THE KILL COMMAND WORKS!
# GRENADE KILL
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
NADE EVENT = 1
NADE SOUNDS = AQS/laughs.wav , AQS/laughs2.wav , AQS/laughs3.wav , AQS/laughs4.wav , AQS/shutdown.wav
NADE HUDMSG = %s MADE A PRECISION THROW TO %s
# GRENADE WEAPON NAMES ( PARTIAL NAME OR FULL NAME )
#
NADE NADES = GREN , NADE , NATE , FRAG , MILLS BOMB , SATCHEL
# TRIGGER THE GRENADE IF A TEAM KILL HAPPENS
#
NADE ON TEAM KILL = 0
# TEAM KILL
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
# THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
TEAMKILL EVENT = 1
TEAMKILL SOUNDS = AQS/teamkiller.wav
TEAMKILL HUDMSG = %s IS SICK!
# KNIFE KILL
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME.
#
KNIFE EVENT = 1
KNIFE SOUNDS = AQS/humiliating.wav , AQS/humiliatingdefeat.wav , AQS/humiliation.wav
KNIFE HUDMSG = %s SLICED AND DICED %s!
# KNIFE WEAPON NAMES ( PARTIAL NAME OR FULL NAME )
#
KNIFE KNIVES = KNIF , SPAD , CROW
# TRIGGER THE KNIFE IF A TEAM KILL HAPPENS
#
KNIFE ON TEAM KILL = 0
# FIRST BLOOD
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
FIRSTBLOOD EVENT = 1
FIRSTBLOOD SOUNDS = AQS/firstblood.wav , AQS/firstblood2.wav , AQS/firstblood3.wav , AQS/firstblood4.wav
FIRSTBLOOD HUDMSG = %s made the FIRST BLOOD!
# FIRST BLOOD HUD MESSAGE WHEN THE KILLER HAS LEFT THE GAME SERVER.
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM NAME.
#
FIRSTBLOOD HUDMSG KILLER DISCONNECTED = %s is the FIRST VICTIM!
# DRAW THE FIRST BLOOD IF SOMEONE COMMITS SUICIDE BY THE KILL COMMAND.
#
FIRSTBLOOD ON KILL CMD SUICIDE = 0
# DRAW THE FIRST BLOOD IF SOMEONE COMMITS SUICIDE BY TAKING WORLD DAMAGE.
#
FIRSTBLOOD ON WORLD DMG SUICIDE = 0
# DRAW THE FIRST BLOOD IF SOMEONE KILLS A TEAMMATE IF 1.
#
# IF THE FIRST BLOOD FEATURE IS ENABLED AND THE TEAM KILL FEATURE IS ENABLED AS WELL,
# 1 FEATURE WILL OVERRIDE THE OTHER ONE IF "FIRSTBLOOD ON TEAM KILL" ( SEE BELOW ) IS 1.
#
# DEFAULT 0
#
FIRSTBLOOD ON TEAM KILL = 0
# ROUND START
#
# THE HUD MESSAGE STRUCTURE IS "{MESSAGE}", THE MESSAGE YOU WANT, DON'T USE '%s' HERE!
# THIS EVENT IS ONLY FOR CSTRIKE, CZERO AND DOD MODS.
#
ROUNDSTART EVENT = 1
ROUNDSTART SOUNDS = AQS/play.wav , AQS/pickupyourweaponsandfight.wav , AQS/prepareforbattle.wav , AQS/preparetofight.wav
ROUNDSTART HUDMSG = PREPARE TO FIGHT!
# /// WILL PLAY THE EVENT "X" SECONDS AFTER THE ROUND START FREEZE TIME BEGINS ( DEFAULT = 0.100000 WHICH MEANS 0.1 SECONDS ).
#
# DAY OF DEFEAT GAME -> THE MINIMUM IS 1.300000 ( 1.3 ), IT WILL BE AUTO INCREASED IF SMALLER THAN THIS VALUE
#
ROUNDSTART DELAY SECONDS = 0.100000
# DOUBLE KILL
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME.
#
DOUBLEKILL EVENT = 1
DOUBLEKILL SOUNDS = AQS/doublekill.wav , AQS/doublekill2.wav , AQS/doublekill3.wav
DOUBLEKILL HUDMSG = WOW, %s made a DOUBLE KILL!
# TRIGGER THIS EVENT IF THERE IS A TEAM KILL INCLUDED.
#
# DEFAULT 0
#
# USE 1 IF A FREE 4 ALL GAME SERVER ( FFA ). IF 1 AND NO FFA GAME SERVER WHEN SOMEONE KILLS A TEAMMATE PLUS AN ENEMY AT THE SAME TIME THE DOUBLE KILL FEATURE WILL TRIGGER.
#
DKILL IF TEAM KILL = 0
# TWO VICTIMS ARE NEEDED WITHIN THIS MANY SECOND(S) TO TRIGGER THE DOUBLE KILL EVENT.
#
DKILL TIME FRAME = 0.100000 # ( DEF 0.100000 )
# HATTRICK
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE LEADER NAME, THE PLAYER WITH MOST KILLS FOR THIS ROUND.
# THE 'MIN FRAGS FOR HATTRICK' MEANS HOW MANY FRAGS YOU SHOULD DO THIS ROUND TO APPEAR AT THE ROUND END AS "<%> WAS UNREAL THIS ROUND!".
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# PERHAPS YOU MIGHT STILL USE IT, STILL NOT SURE HOW IT WILL LOOK LIKE.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
HATTRICK EVENT = 1
HATTRICK SOUNDS = AQS/hattrick.wav , AQS/hattrick2.wav
HATTRICK HUDMSG = %s WAS UNREAL THIS ROUND!
# IF THIS IS 1, ALL THE PLAYERS WILL HEAR ( IF THE HATTRICK SOUND IS ENABLED ) & SEE ( IF THE HATTRICK MESSAGE IS ENABLED ) THE HATTRICK EVENT,
# EVEN IF THEY COMPLETELY DISABLED THE AQS PLUGIN BY THE '/SOUNDS' CHAT COMMAND.
#
HATTRICK TO ALL = 1
MIN FRAGS FOR HATTRICK = 7
# DISPLAY IN CHAT AREA ( TALK ) HOW MANY VICTIMS THAT PLAYER HAD.
#
HATTRICK CHAT = 1
# IF YOUR GAME SERVER IS FFA ( FREE 4 ALL ) AND ALL THE CONNECTED PLAYERS ARE YOUR ENEMIES,
# SET THIS TO 0.
#
HATTRICK FRAG IGNORED IF TEAM KILL = 1
# //////////////////////////////
#
# HATTRICK RELATED
#
# IF YOU KILL YOURSELF BY USING THE 'KILL' COMMAND, THE GAME TAKES 1 FRAG AWAY FROM YOU, BY DEFAULT.
# IF YOU KILL YOURSELF BY JUMPING, ..., THE GAME ONLY ADDS 1 DEATH, WITHOUT ALTERING YOUR FRAGS COUNT.
# SHOULD 'HATTRICK' EVENT ALSO DECREASE 1 FRAG FROM THE PLAYER'S 'FRAGS REQUIRED FOR HATTRICK' IF THEY SUICIDE BY THE 'KILL' COMMAND?
#
# 1 = YES [ DEFAULT ]
# 0 = NO
#
DECREASE FRAG IN CASE OF 'KILL' COMMAND SUICIDE = 1
# //////////////////////////////
# FLAWLESS VICTORY
#
# THE HUD MESSAGE STRUCTURE IS "{MESSAGE} %s {MESSAGE}", WHERE '%s' IS THE TEAM NAME.
# YOU CAN SET THE TEAM NAMES TO BE SHOWN. YOU CAN USE FOR EXAMPLE 'TERRO' INSTEAD OF THE DEFAULT VALUE 'TERRORIST'.
# THE TEAM THAT WON THE ROUND WITHOUT ANY CASUALTIES.
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
FLAWLESS VICTORY = 1
FLAWLESS SOUNDS = AQS/flawlessvictory.wav
FLAWLESS VICTORY HUDMSG = FLAWLESS %s VICTORY!
TE TEAM NAME = TERRORIST
CT TEAM NAME = COUNTER-TERRORIST
FLAWLESS MIN PLAYERS = 2 # AT LEAST THIS MANY PLAYERS ARE REQUIRED TO BE ON THAT TEAM IN ORDER TO TRIGGER THE FLAWLESS VICTORY EVENT ( DEFAULT 2 )
# REVENGE
#
# THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER OR THE VICTIM NAME.
# IF 'REVENGE ONLY FOR KILLER' IS SET TO 1, THE VICTIM WILL NOT HEAR THE SOUND.
#
REVENGE EVENT = 1
REVENGE ONLY FOR KILLER = 0
REVENGE SOUNDS = AQS/payback.wav , AQS/vengeance.wav , AQS/retribution.wav
REVENGE KILLER MESSAGE = YOU HAVE PAID %s BACK!
REVENGE VICTIM MESSAGE = %s HAS JUST PAID YOU BACK!
# TRIGGER THE REVENGE IF A TEAM KILL HAPPENS
#
REVENGE ON TEAM KILL = 0
# THE LAST MAN STANDING
#
# THE HUD MESSAGE STRUCTURE [ TEAM ] IS "%s {MESSAGE} %a", WHERE '%s' IS THE LAST MAN STANDING NAME,
# AND '%a' IS A RANDOM WORD FROM THE LIST BELOW.
# THE HUD MESSAGE STRUCTURE [ SELF ] IS "{MESSAGE} %a" OR "%a {MESSAGE}", WHERE '%a' IS A RANDOM WORD FROM THE LIST BELOW.
# THE PLAYER THAT REMAINS THE LAST ONE ALIVE IN THEIR TEAM.
# IF YOUR CSTRIKE OR CZERO GAME SERVER IS RESPAWNING PLAYERS, YOU SHOULD NOT USE THIS EVENT.
# THIS EVENT IS ONLY FOR CSTRIKE AND CZERO MODS.
#
TLMSTANDING EVENT = 1
TLMSTANDING SOUNDS = AQS/youarethelastmanstanding.wav , AQS/iamtheoneandonly.wav
TLMSTANDING WORDS = GUY , MAN STANDING , ONE , ONE ALIVE
TLMSTANDING TEAM HUDMSG = %s IS THE LAST %a!
TLMSTANDING SELF HUDMSG = YOU ARE THE LAST %a!
TLMSTANDING DELAY = 1.000000 # // THE LAST MAN STANDING TRIGGER DELAY ( DEF 1.000000 )
##############################################################################################################################################
############################ DELAY(S) ########################################################################################################
##############################################################################################################################################
#
# AFTER "%s is on TRIPLE KILL!" WAIT THIS MANY SECOND(S) BEFORE A NEW "%s is on TRIPLE KILL!" OR A NEW "%s MADE A PRECISION THROW TO %s" OR A NEW ...
#
# THIS VALUE WAS 0.000000 (0.0) BEFORE AQS "7.6".
#
# DEFAULT VALUE SINCE AQS "7.6" : 0.412345
#
QS_DISPLAY_PLAYER_EVENT_DELAY = 0.412345
##############################################################################################################################################
############################ CUSTOM HUD MESSAGE COLORS #######################################################################################
##############################################################################################################################################
#
# OPTIONAL COLORS.
#
# USE _ TO SKIP THIS.
#
# _ _ _ = SKIP THIS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED", "HUDMSG GREEN" & "HUDMSG BLUE" ].
#
# 191 _ _ = FULL RED DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG GREEN" & "HUDMSG BLUE" ].
# _ 255 _ = FULL GREEN DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED" & "HUDMSG BLUE" ].
# _ _ 127 = FULL BLUE DESIRED. SKIP THE OTHERS. WILL CONSIDER THE SETTINGS ABOVE [ "HUDMSG RED" & "HUDMSG GREEN" ].
#
# 191 0 0 = FULL RED DESIRED. OVERRIDING.
# 0 255 0 = FULL GREEN DESIRED. OVERRIDING.
# 0 0 127 = FULL BLUE DESIRED. OVERRIDING.
#
# WE RECOMMEND BLUE MAX 127, RED MAX 191 & GREEN MAX 255.
#
HUD RGB EVENT = _ _ _ # FIRST BLOOD, GRENADE, KNIFE, TEAM KILL, ...
HUD RGB ROUND = _ _ _ # ROUND START
HUD RGB STREAK = _ _ _ # RAMPAGE, EXCELLENT, OWNAGE, IMPRESSIVE, ...
HUD RGB REVENGE = _ _ _ # REVENGE
HUD RGB HATTRICK = _ _ _ # HATTRICK
HUD RGB STANDING TE = _ _ _ # CS/ CZ THE LAST MAN STANDING TE ( TERRORIST TEAM [ CS/ CZ ] )
HUD RGB STANDING CT = _ _ _ # CS/ CZ THE LAST MAN STANDING CT ( COUNTER-TERRORIST TEAM [ CS/ CZ ] )
HUD RGB FLAWLESS TE = _ _ _ # FLAWLESS VICTORY TE ( TERRORIST TEAM [ CS/ CZ ] )
HUD RGB FLAWLESS CT = _ _ _ # FLAWLESS VICTORY CT ( COUNTER-TERRORIST TEAM [ CS/ CZ ] )
##############################################################################################################################################
############################ TEXT CHAT PHRASES ###############################################################################################
##############################################################################################################################################
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE GREY HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> \x03WAIT\x01. >> WAIT.
#
QS_PHR_WAIT = \x01>> \x03WAIT\x01.
QS_PHR_WAIT_DEF = >> WAIT.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# IF %s WILL BE "ENABLED", %c WILL BE \x04 (GREEN).
# IF %s WILL BE "DISABLED", %c WILL BE \x03 (RED).
#
# INVERSED USAGE: \x01>> %c%s \x01QUAKE SOUNDS.
# INVERSED USAGE: >> %s QUAKE SOUNDS.
#
# DEFAULT \x01>> QUAKE SOUNDS %c%s\x01. >> QUAKE SOUNDS %s.
#
QS_PHR_STATUS = \x01>> QUAKE SOUNDS %c%s\x01.
QS_PHR_STATUS_DEF = >> QUAKE SOUNDS %s.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# IF %s WILL BE "ENABLED", %c WILL BE \x04 (GREEN).
# IF %s WILL BE "DISABLED", %c WILL BE \x03 (RED).
#
# INVERSED USAGE: \x01>> %c%s \x01QUAKE SOUNDS. TYPE '%c%s\x01' TO %c%s\x01.
# INVERSED USAGE: >> %s QUAKE SOUNDS. TYPE 'sounds' TO %s.
#
# DEFAULT \x01>> QUAKE SOUNDS %c%s\x01. TYPE '%c%s\x01' TO %c%s\x01. >> QUAKE SOUNDS %s. TYPE 'sounds' TO %s.
#
QS_PHR_STATUS_TYPE = \x01>> QUAKE SOUNDS %c%s\x01. TYPE '%c%s\x01' TO %c%s\x01.
QS_PHR_STATUS_TYPE_DEF = >> QUAKE SOUNDS %s. TYPE 'sounds' TO %s.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE THEIR TEAM COLOR (RED/ BLUE/ GREY) HERE.
# \x04 WILL BE GREEN HERE.
#
# %d WILL BE THE NUMBER OF VICTIMS THE HATTRICK USER HAD THIS ROUND, IF ANY. CS/ CZ ONLY.
#
# DEFAULT \x01>> QUAKE SOUNDS \x03%s \x01HAD \x04%d VICTIM%s\x01. >> QUAKE SOUNDS %s HAD %d VICTIM%s.
#
QS_PHR_HATTRICK_VICTIMS = \x01>> QUAKE SOUNDS \x03%s \x01HAD \x04%d VICTIM%s\x01.
QS_PHR_HATTRICK_VICTIMS_DEF = >> QUAKE SOUNDS %s HAD %d VICTIM%s.
#
# YES, THIS CAN BE EMPTY.
#
# NO COLORS NEEDED HERE.
#
# DEFAULT S
#
QS_PHR_HATTRICK_VICTIMS_PLURAL_SUFFIX = S
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> QUAKE SOUNDS \x04ENABLED\x01. TYPE '\x03sounds\x01' TO \x03DISABLE\x01. >> QUAKE SOUNDS ENABLED. TYPE 'sounds' TO DISABLE.
#
QS_PHR_STATUS_ENABLED_TYPE = \x01>> QUAKE SOUNDS \x04ENABLED\x01. TYPE '\x03sounds\x01' TO \x03DISABLE\x01.
QS_PHR_STATUS_ENABLED_TYPE_DEF = >> QUAKE SOUNDS ENABLED. TYPE 'sounds' TO DISABLE.
#
# \x01 WILL BE YELLOW HERE.
# \x03 WILL BE RED HERE.
# \x04 WILL BE GREEN HERE.
#
# DEFAULT \x01>> QUAKE SOUNDS \x03DISABLED\x01. TYPE '\x04sounds\x01' TO \x04ENABLE\x01. >> QUAKE SOUNDS DISABLED. TYPE 'sounds' TO ENABLE.
#
QS_PHR_STATUS_DISABLED_TYPE = \x01>> QUAKE SOUNDS \x03DISABLED\x01. TYPE '\x04sounds\x01' TO \x04ENABLE\x01.
QS_PHR_STATUS_DISABLED_TYPE_DEF = >> QUAKE SOUNDS DISABLED. TYPE 'sounds' TO ENABLE.
#
# NO COLORS NEEDED HERE.
#
# DEFAULT ENABLE DISABLE
#
QS_PHR_ENABLE = ENABLE
QS_PHR_DISABLE = DISABLE
#
# NO COLORS NEEDED HERE.
#
# DEFAULT ENABLED DISABLED
#
QS_PHR_ENABLED = ENABLED
QS_PHR_DISABLED = DISABLED
##############################################################################################################################################
############################ CS/ CZ ROUND(S) STUFF ###########################################################################################
##############################################################################################################################################
QS HATTRICK EXTEND ROUND END TIME SECONDS = 1.000000 # // EXTEND THIS MANY SECONDS THE ROUND END PERIOD TO ENSURE HATTRICK PLAYS ENTIRELY ( DEF 1.000000 )
QS FLAWLESS EXTEND ROUND END TIME SECONDS = 1.000000 # // EXTEND THIS MANY SECONDS THE ROUND END PERIOD TO ENSURE FLAWLESS PLAYS ENTIRELY ( DEF 1.000000 )
QS HATTRICK SECONDS DELAY AFTER ROUND END = 2.800000 # // HATTRICK ROUND END DELAY ( DEF 2.800000 )
QS FLAWLESS SECONDS DELAY AFTER ROUND END = 1.200000 # // FLAWLESS ROUND END DELAY ( DEF 1.200000 )
##############################################################################################################################################
############################ DOD ROUND(S) STUFF ##############################################################################################
##############################################################################################################################################
QS HATTRICK SECONDS DELAY AFTER ROUND END DOD = 0.000001 # // HATTRICK ROUND END DELAY [ DAY OF DEFEAT ] ( DEF 0.000001 )
Pruna (#179450) [Ultimate Man Sound Pack - .WAV Sound Files]
Installation
Upload AQS.ini to /addons/amxmodx/configs/
Upload AQS.amxx to /addons/amxmodx/plugins/
Upload AQS folder to /sound/
If cstrike or czero, upload orpheu folder to /addons/amxmodx/configs/
Ignore Orpheu if already running ReAPI.
Type AQS.amxx in /addons/amxmodx/configs/plugins.ini
If cstrike or czero, the AQS v7.7 works better with Orpheu or ReAPI.
Download Orpheu. If you are running ReAPI, you don't need Orpheu.
Please compile AQS.sma into your OWN PC by using the latest edition of the AMX Mod X software to ensure you are enjoying the latest AQS v7.7 features.
If cstrike or czero, include Orpheu and/ or ReAPI header files (.inc files)
into the /addons/amxmodx/scripting/include/ directory before compiling.
Orpheu and/ or ReAPI are only needed for CS or CZ servers that run multiple rounds.
Deathmatch game servers with only 1 (one) round all the map do not need these modules.
If compiling with AMXX v1.8.3 & - you will obtain AQSv7.7 for AMXX v1.8.3 & -.
If compiling with AMXX v1.8.4 & + you will obtain AQSv7.7 for AMXX v1.8.4 & +.
Thanks for sharing, nice to see & easy configuration file.
very nice, but I think that the female sounds will be better with this nice plugin
we hope if someone have or can make a lot of female sounds
like here and here
Great plugin! But I've got one question. How many sounds are allowed to be put in the HEADSHOT SOUNDS line? Because for me only 3 works , even tough i put there 5 sounds. Thank you in advance
csx is not used (could be better to use client_kill forward than DeathMsg, your choice)
fakemeta is used for bad reasons
Lot of redundant functions to get list/numbers of players, use rather get_players, flag a or b, and use cs_get_user_team and not get_user_team), and try to do all in a single function.
I also would be glad to be able to set streak levels, sounds and sentences from cfg file.