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[CS:S/CS:GO] GunGame


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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 10-18-2011 , 09:36   Re: GunGame
Reply With Quote #3021

Quote:
Originally Posted by gulverene View Post
thanks! stachi

I will have one more question.
Players change weapons when dying.

Is it wrong.
It's not a question.
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Babyhunts
Junior Member
Join Date: Oct 2011
Old 10-18-2011 , 12:01   Re: GunGame
Reply With Quote #3022

I have used the search feature and cant find anything maybe im just bad at it but anyway here is my problem, the gamesounds are not playing winner sound multikill double etc you know the sounds im talking about, i have them all organized in the correct folders, like sound/gungame/dfs.mp3 then sound/music/winner.mp3 and none are working and i cant find anywhere that there is an on off option, so any help would be appreciated. thanks!
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sinblaster
Grim Reaper
Join Date: Feb 2010
Location: Australia
Old 10-18-2011 , 15:33   Re: GunGame
Reply With Quote #3023

Search through the many pages of this thread, there are lots of suggestions.

Are they setup in your pure_whitelist ?
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Babyhunts
Junior Member
Join Date: Oct 2011
Old 10-18-2011 , 21:52   Re: GunGame
Reply With Quote #3024

the search feature just brings me to this thread sadly not "posts" unless im using it wrong, anyway this is my whitelist


Code:
{
maps\... allow_from_disk
materials\... from_steam
models\... from_steam
scripts\... from_steam
sound\... allow_from_disk
materials\models\weapons\... allow_from_disk
materials\models\mapmodels\... allow_from_disk
materials\temp\... allow_from_disk
materials\VGUI\crosshairs\... allow_from_disk
materials\VGUI\logos\... allow_from_disk
materials\VGUI\logos\ui\... allow_from_disk
models\weapons\... allow_from_disk
scripts\game_sounds_manifest.txt allow_from_disk
scripts\HudLayout.res allow_from_disk
scripts\HudAnimations.txt allow_from_disk
scripts\mod_textures.txt allow_from_disk
}
not sure if that is right though
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Shit on shoe
Senior Member
Join Date: Jul 2010
Old 10-19-2011 , 00:05   Re: GunGame
Reply With Quote #3025

Quote:
Originally Posted by stachi View Post
Replace sm_mapvote with sm_umc_mapvote in file cstrike/cfg/gungame/gungame.mapvote.cfg
thank you Stachi
so easy oh man...^^
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Babyhunts
Junior Member
Join Date: Oct 2011
Old 10-19-2011 , 06:38   Re: GunGame
Reply With Quote #3026

i notice they all say 0 and false is that incorrect?
please help i just want to get this working
Code:
 case CONFIG_STATE_SOUNDS:
        {
            if(strcmp(key, "IntroSound", false) == 0) {
                strcopy(EventSounds[Welcome], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "KnifeLevel", false) == 0) {
                strcopy(EventSounds[Knife], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "NadeLevel", false) == 0) {
                strcopy(EventSounds[Nade], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelSteal", false) == 0) {
                strcopy(EventSounds[Steal], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelUp", false) == 0) {
                strcopy(EventSounds[Up], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelDown", false) == 0) {
                strcopy(EventSounds[Down], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Triple", false) == 0) {
                strcopy(EventSounds[Triple], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Autoff", false) == 0) {
                strcopy(EventSounds[AutoFF], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "MultiKill", false) == 0) {
                strcopy(EventSounds[MultiKill], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "WarmupTimerSound", false) == 0) {
                strcopy(EventSounds[WarmupTimerSound], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Winner", false) == 0) {
                if (!StrEqual(value, "", false))
                {
                    new String:songs[64][64];
                    new songsfound = ExplodeString(value, ",", songs, 64, 64);
                    if ( songsfound > 1 )
                    {
                        strcopy(EventSounds[Winner], sizeof(EventSounds[]), songs[UTIL_GetRandomInt(0, songsfound-1)]);
                    }
                    else
                    {
                        strcopy(EventSounds[Winner], sizeof(EventSounds[]), value);
                    }
                }
                else
                {
                    strcopy(EventSounds[Winner], sizeof(EventSounds[]), value);
                }
            }
        }
    }
}
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sinblaster
Grim Reaper
Join Date: Feb 2010
Location: Australia
Old 10-19-2011 , 07:11   Re: GunGame
Reply With Quote #3027

Quote:
Originally Posted by Babyhunts View Post
i notice they all say 0 and false is that incorrect?
please help i just want to get this working
Code:
 case CONFIG_STATE_SOUNDS:
        {
            if(strcmp(key, "IntroSound", false) == 0) {
                strcopy(EventSounds[Welcome], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "KnifeLevel", false) == 0) {
                strcopy(EventSounds[Knife], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "NadeLevel", false) == 0) {
                strcopy(EventSounds[Nade], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelSteal", false) == 0) {
                strcopy(EventSounds[Steal], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelUp", false) == 0) {
                strcopy(EventSounds[Up], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "LevelDown", false) == 0) {
                strcopy(EventSounds[Down], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Triple", false) == 0) {
                strcopy(EventSounds[Triple], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Autoff", false) == 0) {
                strcopy(EventSounds[AutoFF], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "MultiKill", false) == 0) {
                strcopy(EventSounds[MultiKill], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "WarmupTimerSound", false) == 0) {
                strcopy(EventSounds[WarmupTimerSound], sizeof(EventSounds[]), value);
            } else if(strcmp(key, "Winner", false) == 0) {
                if (!StrEqual(value, "", false))
                {
                    new String:songs[64][64];
                    new songsfound = ExplodeString(value, ",", songs, 64, 64);
                    if ( songsfound > 1 )
                    {
                        strcopy(EventSounds[Winner], sizeof(EventSounds[]), songs[UTIL_GetRandomInt(0, songsfound-1)]);
                    }
                    else
                    {
                        strcopy(EventSounds[Winner], sizeof(EventSounds[]), value);
                    }
                }
                else
                {
                    strcopy(EventSounds[Winner], sizeof(EventSounds[]), value);
                }
            }
        }
    }
}

What is that? Is that the sourcecode? Why are you screwing with the sourcecode?
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lokok
BANNED
Join Date: May 2011
Old 10-21-2011 , 13:06   Re: GunGame
Reply With Quote #3028

HOw to enable 2 seconds immunity on respawn.
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IndomiX
Junior Member
Join Date: Oct 2011
Old 10-23-2011 , 12:08   Re: GunGame
Reply With Quote #3029

Hello Sorry for my English is bad .. I hope you understand me.

The problem is that when you start the round and respawn players below them appear more weapons which had been earned during the game in the last round. Here is an example, I killed John and got deagle, in the next round as my "friend" on the team has been playing with the MP5, it came with a MP5 and he still got it, ie, I can calmly pick up your MP5 deagle.

Ie I want to help set up to appear only gun game weapon, players.

My config file is default.

Last edited by IndomiX; 10-23-2011 at 12:10.
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altex
Veteran Member
Join Date: May 2009
Location: Russia
Old 10-23-2011 , 12:41   Re: GunGame
Reply With Quote #3030

i did not understand
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