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Old 04-29-2007, 02:15 PM   #1
Cohsty243
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Sounds

I have a meansOfDeath that I want to play a sound with on the attackers side. How could I do this?
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Old 04-29-2007, 02:52 PM   #2
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Could you explain a little more please?


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Old 04-29-2007, 04:25 PM   #3
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Well Hmm. I basically want to add a headshot.mp3 sound file to play. The Sound File would play in unison with a centered string "HEADSHOT!". This would play for the guy who got the frag, and only if the frag was a headshot. So I was wondering if you could do this without creating a meansOfDeath or MOD by like going by the switch (hitLoc) in g_combat.c?
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Old 04-29-2007, 08:25 PM   #4
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That is a good question, only way I can think of doing it is by creating an event to send to the client. Interested in doing it that way?


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Old 04-29-2007, 08:32 PM   #5
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mmm, maybe the old q3 reward system would work for this?


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Old 04-29-2007, 08:41 PM   #6
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Good Ideas, I'll try an event first.
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Old 04-29-2007, 09:10 PM   #7
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Hmm, I would do something like EV_CHEER and have the variable generic1 variable tell what kind of cheer, be it head shot or fast ownage rate. Wait a sec, actually have you seen how the code does it for those when they enter the leading score?


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Old 04-29-2007, 09:40 PM   #8
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Nope.
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Old 04-30-2007, 10:06 AM   #9
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If he wants it serverside the q3 reward system would not work.

Just use G_Sound or G_EntitySound.


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Old 04-30-2007, 01:33 PM   #10
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Using those will also assume that the client has those sounds right?


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Old 04-30-2007, 02:11 PM   #11
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but it won't explode if the client doesn't have those sounds.


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Old 04-30-2007, 05:14 PM   #12
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Cool, I'll check that out, oh and I'm trying to add spreadfire to other weapons like pistol and it didnt work. I've checked out Enhanced source code, and I have the same code.
( I lol'd at the comment that says spreadfire is stubborn :P ). It is stubborn! lol. So I kept looking and I found something using flrand(-slop,slop) something like that. Is that how I should do it?
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Old 04-30-2007, 06:57 PM   #13
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Look for the how Mishap alters accuracy for the guns in the WeaponFire() in the OJP Enhanced code.


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Old 04-30-2007, 07:01 PM   #14
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I'll check that out! <3
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Old 04-30-2007, 08:33 PM   #15
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The random functions that came with JA are not very random it seems.


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Old 04-30-2007, 08:41 PM   #16
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Wow, you missed the bugs thread by several threads, ensi.


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Old 05-01-2007, 08:27 AM   #17
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Not so rly...

Quote:
Originally Posted by Cohsty243
Cool, I'll check that out, oh and I'm trying to add spreadfire to other weapons like pistol and it didnt work. I've checked out Enhanced source code, and I have the same code.
( I lol'd at the comment that says spreadfire is stubborn :P ). It is stubborn! lol. So I kept looking and I found something using flrand(-slop,slop) something like that. Is that how I should do it?
I was letting him know that flrand/irand are not very "random".


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Old 05-01-2007, 11:58 AM   #18
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Oh fine. I guess I can't make fun of you then.


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Old 05-02-2007, 05:39 AM   #19
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We could always just poke Ensi with sticks, razor? ^^


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