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Advanced Quake Sounds v5.0 [ALL GAMES] & Optional Sounds Pack


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Abhinash
Senior Member
Join Date: Jan 2015
Location: India,kolkata
Old 01-21-2016 , 08:45   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #171

Hattrick .
I need your Urgent Help !
Its very Emergency Case .
Please add me in Skype - Abhinash.zm

Hope you will Understand Me .

Thanks .
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soduka
New Member
Join Date: Dec 2015
Old 02-02-2016 , 01:43   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #172

everything works perfect thanks .... but can you tell me please how can i change the sounds ... actually i have my own sounds in my language

so like i want to change headshot to other sound ..etc
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Shockyboy
Senior Member
Join Date: Apr 2014
Location: Earth
Old 02-02-2016 , 10:13   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #173

Quote:
Warning: Unable to open sound/QuakeSounds/headshot.wav for transfer
Warning: Unable to open sound/QuakeSounds/headshot2.wav for transfer
Warning: Unable to open sound/QuakeSounds/headshot3.wav for transfer
Warning: Unable to open sound/QuakeSounds/suicide.wav for transfer
Warning: Unable to open sound/QuakeSounds/suicide2.wav for transfer
Warning: Unable to open sound/QuakeSounds/suicide3.wav for transfer
Warning: Unable to open sound/QuakeSounds/suicide4.wav for transfer
Warning: Unable to open sound/QuakeSounds/nade.wav for transfer
Warning: Unable to open sound/QuakeSounds/teamkiller.wav for transfer
Warning: Unable to open sound/QuakeSounds/knife.wav for transfer
Warning: Unable to open sound/QuakeSounds/knife2.wav for transfer
Warning: Unable to open sound/QuakeSounds/knife3.wav for transfer
Warning: Unable to open sound/QuakeSounds/firstblood.wav for transfer
Warning: Unable to open sound/QuakeSounds/firstblood2.wav for transfer
Warning: Unable to open sound/QuakeSounds/firstblood3.wav for transfer
Warning: Unable to open sound/QuakeSounds/prepare.wav for transfer
Warning: Unable to open sound/QuakeSounds/prepare2.wav for transfer
Warning: Unable to open sound/QuakeSounds/prepare3.wav for transfer
Warning: Unable to open sound/QuakeSounds/prepare4.wav for transfer
Warning: Unable to open sound/QuakeSounds/doublekill.wav for transfer
Warning: Unable to open sound/QuakeSounds/doublekill2.wav for transfer
Warning: Unable to open sound/QuakeSounds/hattrick.wav for transfer
Warning: Unable to open sound/QuakeSounds/flawless.wav for transfer
Warning: Unable to open sound/QuakeSounds/payback.wav for transfer
Warning: Unable to open sound/QuakeSounds/triplekill.wav for transfer
Warning: Unable to open sound/QuakeSounds/multikill.wav for transfer
Warning: Unable to open sound/QuakeSounds/rampage.wav for transfer
Warning: Unable to open sound/QuakeSounds/killingspree.wav for transfer
Warning: Unable to open sound/QuakeSounds/dominating.wav for transfer
Warning: Unable to open sound/QuakeSounds/unstoppable.wav for transfer
Warning: Unable to open sound/QuakeSounds/megakill.wav for transfer
Warning: Unable to open sound/QuakeSounds/ultrakill.wav for transfer
Warning: Unable to open sound/QuakeSounds/eagleeye.wav for transfer
Warning: Unable to open sound/QuakeSounds/ownage.wav for transfer
Warning: Unable to open sound/QuakeSounds/ludicrouskill.wav for transfer
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Warning: Unable to open sound/QuakeSounds/whickedsick.wav for transfer
Warning: Unable to open sound/QuakeSounds/monsterkill.wav for transfer
Warning: Unable to open sound/QuakeSounds/holyshit.wav for transfer
Warning: Unable to open sound/QuakeSounds/godlike.wav for transfer
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XxProGamerxX
New Member
Join Date: Feb 2016
Old 02-14-2016 , 02:40   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #174

The sounds doesnt loop.Can u pls make it loop,because if i finished them,IT wont play again ANYMORE.
I HAVE TO off the sounds and turn it on again so it will start all over again, and Can u make the last sound loop??For example ,the last sound is Legendary, can u make it play "legendary" again and again if the person keeps on killing until he dies.Then when he dies,it starts all over again.Because the problem is, if that person finished the sounds,IT WILL neither go back to the start or play again(i mean no sound at all).
Your plugin is awesome but pls improve it more.
I WILL BE VERY GRATEFUL

Last edited by XxProGamerxX; 02-14-2016 at 02:42.
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plazma
Senior Member
Join Date: Oct 2013
Old 02-18-2016 , 07:39   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #175

Quote:
Originally Posted by soduka View Post
everything works perfect thanks .... but can you tell me please how can i change the sounds ... actually i have my own sounds in my language

so like i want to change headshot to other sound ..etc
You can change in file .ini ex

QuakeSounds/multikill.wav to ambience/wolf.wav
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 03-23-2016 , 01:47   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #176

Works in Sven Co-op 5.0 PvP Servers ?
I try it, and not work yet...
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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 03-24-2016 , 10:40   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #177

Quote:
Originally Posted by Tonblader View Post
Works in Sven Co-op 5.0 PvP Servers ?
I try it, and not work yet...
Line 787

PHP Code:
if (equali(g_ModName"ESF"3) || equali(g_ModName"NS"2) || if (equali(g_ModName"SVENCOOP") || equali(g_ModName"VALVE"))
{
    
g_bDeathMsgOnly true;

A quick look to plugin_init. It doesn't know how to react in the mod Svencoop.

Just a guess, I don't know if it'll work.
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SoaR MaldadGames
New Member
Join Date: Mar 2016
Location: Spain
Old 03-26-2016 , 20:17   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #178

Wow amazing plugin , i used in my server 💪👍
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suhdude
Senior Member
Join Date: Mar 2016
Location: Sweden
Old 04-05-2016 , 10:25   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #179

I need some help, I only want the "monsterkill" sound to play when someone kills 5 players and nothing more. I really don't want anything to show in the chat, like type "sound" to disable quakesounds, or the big text that appears in the middle of the screen..

I don't think its "easy to configure", or maybe I'm just stupid as f***

Thanks
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EFFx
Veteran Member
Join Date: Feb 2016
Location: São Paulo, Brasil
Old 04-06-2016 , 17:47   Re: Advanced Quake Sounds 5 [ALL GAMES] & Optional Sounds Pack
Reply With Quote #180

Quote:
Originally Posted by suhdude View Post
I need some help, I only want the "monsterkill" sound to play when someone kills 5 players and nothing more. I really don't want anything to show in the chat, like type "sound" to disable quakesounds, or the big text that appears in the middle of the screen..

I don't think its "easy to configure", or maybe I'm just stupid as f***

Thanks
Like this?

PHP Code:
#include <amxmodx>
#include <cstrike>
#include <hamsandwich>
 
#define PLUGIN "Monster Kill"
#define VERSION "1.0"
#define AUTHOR "EFFx"
 
new kills[33]
new 
bool:actived[33] = true
new MinKills,szHud
new const szSound[] = "sound/QuakeSounds/monsterkill.wav"
 
public plugin_init() 
{
 
register_plugin(PLUGINVERSIONAUTHOR)
 
 
szHud CreateHudSyncObj()
 
MinKills register_cvar("monsterkill_min","5")
 
 
register_clcmd("say /sounds","FuncOnOff")
 
 
register_event("DeathMsg","ShowMonster","a")
 
 
RegisterHam(Ham_Spawn,"player","ResetKills",1)
}
public 
plugin_precache()
 
precache_generic(szSound)

public 
client_putinserver(id
 if(!
is_user_bot(id)) 
  
actived[id] = true

public ResetKills(id
 
kills[id] = 0

public FuncOnOff(id)
{
 switch(
actived[id])
 {
  case 
true:
  {
   
actived[id] = false
  
}
  case 
false:
  {
   
actived[id] = true
  
}
 }
 
client_print(id,print_chat,"[AMXX]: You has %sctived the monster kill sound!",actived[id] == true "a" "dea")
}
public 
ShowMonster()
{
 new 
attacker read_data(1
 new 
victim read_data(2
 
 if(
actived[attacker] == true)
 {
  if( 
victim != attacker && cs_get_user_team(attacker) != cs_get_user_team(victim)) 
  { 
   
kills[attacker]++
   if(
kills[attacker] == get_pcvar_num(MinKills))
   {  
    
client_cmd(0,"spk %s",szSound)
    
    new 
szName[33]
    
get_user_name(attacker,szName,32)
    
set_hudmessage(255,0,255,-1.0,0.15,0,1.0,5.0)
    
ShowSyncHudMsg(0,szHud,"%s is a monster kill!",szName)
   }
  }
 }

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Last edited by EFFx; 04-06-2016 at 20:10.
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