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Play headshot sound to player


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ItsMeMaLi
Junior Member
Join Date: Sep 2018
Old 09-18-2018 , 10:39   Play headshot sound to player
Reply With Quote #1

Hi all, I have almost finished modifying DarkGL onlyhs plugin.
This is a version that make different damage according to the weapon and armor of the victim.
The problem is that when a player is killed no "dink" sound is made.
I'm trying with
PHP Code:
EmitSoundToClient(victim"Player.DeathHeadShot");
EmitSoundToClient(attacker"Player.DeathHeadShot"); 
but it doesn't work.
Could you help me?
I leave the rest of the code down here

PHP Code:
public Action OnTakeDamage(int victimint &attackerint &inflictorfloat &damageint &damagetypeint &weaponfloat damageForce[3], float damagePosition[3], int damagecustom){
    
    
    if( !
IsClientValidvictim ) || !IsClientValidattacker ) ){
        return 
Plugin_Continue;
    }
    
    if( 
aimOnattacker ] ){
        
char sWeapon[32];
        
GetClientWeapon(attackersWeaponsizeof(sWeapon));
        
int iHelmet GetEntProp(victimProp_Send"m_bHasHelmet");
        if (
iHelmet == 1){
            if( 
strncmp(sWeapon"weapon_ak47",strlen("weapon_ak47"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
EmitSoundToClient(victim"Player.DeathHeadShot");
                
EmitSoundToClient(attacker"Player.DeathHeadShot");
                
damage 111.0;
            }
            if( 
strncmp(sWeapon"weapon_glock",strlen("weapon_glock"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 55.0;
            }
            if( 
strncmp(sWeapon"weapon_deagle",strlen("weapon_deagle"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 132.0;
            }
            if( 
strncmp(sWeapon"weapon_m4a1_silencer",strlen("weapon_m4a1_silencer"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 92.0;
            }
            if( 
strncmp(sWeapon"weapon_m4a1",strlen("weapon_m4a1"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 92.0;
            }
            if( 
strncmp(sWeapon"weapon_usp_silencer",strlen("weapon_usp_silencer"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 70.0;
            }
            if( 
strncmp(sWeapon"weapon_fiveseven",strlen("weapon_fiveseven"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 115.0;
            }
            if( 
strncmp(sWeapon"weapon_p250",strlen("weapon_p250"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 96.0;
            }
            if( 
strncmp(sWeapon"weapon_cz75a",strlen("weapon_cz75a"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 95.0;
            }
        }
        else {
            if( 
strncmp(sWeapon"weapon_ak47",strlen("weapon_ak47"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 146.0;
            }
            if( 
strncmp(sWeapon"weapon_glock",strlen("weapon_glock"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 101.0;
            }
            if( 
strncmp(sWeapon"weapon_deagle",strlen("weapon_deagle"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 149.0;
            }
            if( 
strncmp(sWeapon"weapon_m4a1_silencer",strlen("weapon_m4a1_silencer"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 131.0;
            }
            if( 
strncmp(sWeapon"weapon_m4a1",strlen("weapon_m4a1"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 131.0;
            }
            if( 
strncmp(sWeapon"weapon_usp_silencer",strlen("weapon_usp_silencer"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 121.0;
            }
            if( 
strncmp(sWeapon"weapon_fiveseven",strlen("weapon_fiveseven"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 107.0;
            }
            if( 
strncmp(sWeapon"weapon_p250",strlen("weapon_p250"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 151.0;
            }
            if( 
strncmp(sWeapon"weapon_cz75a",strlen("weapon_cz75a"))== 0){
                
damagetype CS_DMG_HEADSHOT;
                
damage 123.0;
            }    
        }
        return 
Plugin_Changed;
    }
    
    return 
Plugin_Continue;


Last edited by ItsMeMaLi; 09-18-2018 at 10:40.
ItsMeMaLi is offline
mug1wara
AlliedModders Donor
Join Date: Jun 2018
Location: Not your business.
Old 09-18-2018 , 11:51   Re: Play headshot sound to player
Reply With Quote #2

Quote:
Originally Posted by ItsMeMaLi View Post
PHP Code:
EmitSoundToClient(victim"Player.DeathHeadShot");
EmitSoundToClient(attacker"Player.DeathHeadShot"); 
but it doesn't work.
Of course not.

You need to tell the function where to get the sounds from.

Edit:

For example, "sounds/anime/onepiece/mugiwara.mp3".
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Last edited by mug1wara; 09-18-2018 at 11:52.
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ItsMeMaLi
Junior Member
Join Date: Sep 2018
Old 09-18-2018 , 12:03   Re: Play headshot sound to player
Reply With Quote #3

PHP Code:
float location;
GetEntPropString(victimProp_Send"m_szLastPlaceName"locationsizeof(location));
EmitAmbientGameSound("sounds/headshot1.mp3"location
Something like that should work instead?
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mug1wara
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Join Date: Jun 2018
Location: Not your business.
Old 09-18-2018 , 13:43   Re: Play headshot sound to player
Reply With Quote #4

Quote:
Originally Posted by ItsMeMaLi View Post
PHP Code:
float location;
GetEntPropString(victimProp_Send"m_szLastPlaceName"locationsizeof(location)); 
Something like that should work instead?
Last param is a string, not a float.

And I see no use of this.
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Powerlord
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Join Date: Jun 2008
Location: Seduce Me!
Old 09-18-2018 , 15:18   Re: Play headshot sound to player
Reply With Quote #5

Try using EmitGameSoundToClient instead, assuming Valve didn't break it on CS:GO.

Edit: The various EmitGameSound functions are so you can use things like Player.DeathHeadShot instead of getting the mp3 name from the game_sound.txt (or similar) files.
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Last edited by Powerlord; 09-18-2018 at 15:21.
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eyal282
Veteran Member
Join Date: Aug 2011
Old 09-20-2018 , 04:32   Re: Play headshot sound to player
Reply With Quote #6

Quote:
Originally Posted by Powerlord View Post
Try using EmitGameSoundToClient instead, assuming Valve didn't break it on CS:GO.

Edit: The various EmitGameSound functions are so you can use things like Player.DeathHeadShot instead of getting the mp3 name from the game_sound.txt (or similar) files.
It probably did.

Check my plugin for indication:

https://forums.alliedmods.net/showthread.php?p=2597959
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ItsMeMaLi
Junior Member
Join Date: Sep 2018
Old 09-26-2018 , 09:30   Re: Play headshot sound to player
Reply With Quote #7

I did use the way eyal used to play headshot sound but instead of using wav like he does, i used the game_sounds.txt (Player.headshot)
It worked soon I will publish the pluin with obv eyal credit too.
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