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Check if model sound is emit.


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Devil259
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Join Date: Dec 2009
Location: France (59)
Old 12-09-2011 , 12:10   Re: Check if model sound is emit.
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Quote:
Originally Posted by Arkshine View Post
- Declare the plugin in plugins.ini.
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.Dare Devil.
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Join Date: Sep 2010
Old 12-10-2011 , 07:50   Re: Check if model sound is emit.
Reply With Quote #2

Quote:
Originally Posted by Arkshine View Post
Here a working test plugin. For a first version, it will be enough.
It includes a configuration file to customize more easily (custom_footsteps.ini).

Installation :

- Unzip the package in amxmodx/ directory. The package contains everything you need.
- Declare the plugin in plugins.ini.
- Configure & restart. (By default and for testing purpose, all the original sounds are replaced with the snow sounds).

That's all.
There are some comments inside the sma.
Thanks, But why you created it by yourself by making all my work done?
I was trying to make this plugin by myself but yeah ok you done it and thank you so much .

Plugin is very good, i see lots of hard codes inside plugin.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-09-2011 , 12:29   Re: Check if model sound is emit.
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Luckily you are there, we have avoided a disaster ! ;)
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Devil259
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Old 12-10-2011 , 04:39   Re: Check if model sound is emit.
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A very big disaster !
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-10-2011 , 08:18   Re: Check if model sound is emit.
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I had no choice to do it myself because I was not sure the method to use and to know the answer there is no better way than testing yourself and since I'm a pro-orpheu :p it has picked up my interest. Also the method used about the movevars, I've already used it in another plugin (custom air accelerate) so at the end most of code were already done. The plugin is not hard to understand. The sole part which would need some explanations is about the movevars but it's actually simple : a copy of these server cvars values is saved in the server movevars for each client, and each frame it checks if there is a change between both for each values, if so, it updates the server movevars and send a message (SVC_NEWMOVEVARS) to the client to reflect the change. What the plugin does is simply to hook when a change is detected, blocking the original message then sending a new message but with specific values.
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Last edited by Arkshine; 12-10-2011 at 08:35.
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