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[Orpheu] Silent Footsteps including jump/water sounds (+ natives)


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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 11-16-2013 , 16:28   [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #1

natives :
  • o_get_user_footsteps(index)
  • o_set_user_footsteps(index, silent=0)

Code :
Spoiler


Credits : Seems arkshine has already used a similar method using SVC_NEWMOVEVARS, "les grands esprits se rencontrent"
Attached Files
File Type: sma Get Plugin or Get Source (silent_footsteps.sma - 1198 views - 5.8 KB)
File Type: inc footsteps.inc (177 Bytes, 467 views)
File Type: zip footsteps_sigs.zip (850 Bytes, 321 views)
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Last edited by ConnorMcLeod; 11-26-2013 at 01:17.
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micapat
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Location: Nyuu, nyuu (France).
Old 11-16-2013 , 19:12   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #2

Good job !
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yokomo
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Old 11-16-2013 , 22:05   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #3

Ahha finally you share this in AM, nice bro
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KORD_12.7
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Location: Russia, Vladivostok
Old 11-17-2013 , 14:05   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #4

Can we with SV_WriteMovevarsToClient change skyname for players without reconnect?
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ConnorMcLeod
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Join Date: Jul 2006
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Old 11-17-2013 , 16:00   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #5

No, this is exactly same as change cvar, but for example you could set different sky to connecting players.

Updated, remove task from putinserver and send message at client_connect instead.
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Last edited by ConnorMcLeod; 11-17-2013 at 16:02.
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wAyz
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Join Date: Feb 2010
Location: Germany
Old 11-24-2013 , 07:38   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #6

Amazing plugin. Is it possible to put it like that: Player A (Spectator) can hear footsteps of Player B (Spectated Player)?
+karma

Last edited by wAyz; 11-24-2013 at 07:38.
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ConnorMcLeod
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Old 11-24-2013 , 08:30   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #7

No with the way i used.
Should be possible hooking PM_PlaySound or PlayerStepSound don't remember which one, but on latest build the function has been split at compilation, making it hard to be hooked.
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Last edited by ConnorMcLeod; 11-24-2013 at 08:30.
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micapat
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Old 11-25-2013 , 19:18   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #8

Just a small suggestion: it will be nice if you can test in the native "set_user_footsteps" the new value with the old one, to avoid to send a useless message.

I know that it's possible to get the current value with "get_user_footsteps", but then it will need to call 2 natives each time.
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ConnorMcLeod
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Old 11-26-2013 , 01:18   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
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Done, thanks for suggestion.
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Nax0ne
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Join Date: Jul 2011
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Old 05-06-2016 , 20:59   Re: [Orpheu] Silent Footsteps including jump/water sounds (+ natives)
Reply With Quote #10

This gave me error:

"New message started when msg '44' has not been sent yet"
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