15/07/2016, 03:48 AM
por aqui tengo un problema,
este plugins es muy bueno ya que solo los que matan escuchan el sonido
pero tengo un problema
quiero que sea como el quakesound que todos los sonidos sigan contandose a pesar de que pase mucho tiempo y no se resetee
porque asi originalmente cada cierto tiempo como 3 o 5 seg me vuelve a sonar el primer sonido, habiendo matado ya a 5 persona y quiero es que continue hasta el ultimo y repite ese ultimo sonido tantan veses cuando llegue a el y que cuando lo maten hay si se resetee la cuenta de los sound
Que Le Modifique: que no muestre los hud solo eso
este plugins es muy bueno ya que solo los que matan escuchan el sonido
pero tengo un problema
quiero que sea como el quakesound que todos los sonidos sigan contandose a pesar de que pase mucho tiempo y no se resetee
porque asi originalmente cada cierto tiempo como 3 o 5 seg me vuelve a sonar el primer sonido, habiendo matado ya a 5 persona y quiero es que continue hasta el ultimo y repite ese ultimo sonido tantan veses cuando llegue a el y que cuando lo maten hay si se resetee la cuenta de los sound
Código PHP:
/*
* Creditos a blakinola Por los voice announcer
* Omitan mi ortografia en QUATRAKILL ( es QUADRAKILL )
* cuando me di cuenta ya habia hecho todo el plugin y me da flojera
* volverlo a modifar
* Enjoy it ^_^ !!!
*/
#include <amxmodx>
#include <csx>
#include <hamsandwich>
#define PLUGIN "Simple Sounds killing"
#define VERSION "1.4"
#define AUTHOR "Sugisaki"
#define FOLDER "VsPSound2017"
new g_sounds[12][34]
new g_kills[33], g_pTime[33]
new bool:g_firtboold[33]
new SyncHud
new const sz_format[] = "%s/%s"
enum
{
FIRTBLOOD = 0,
DOMINATING,
DOUBLEKILL,
GODLIKE,
KILLINGSPREE,
QUATRAKILL,
RAMPAGE,
TRIPLEKILL,
UNSTOPPABLE,
WELCOME,
NEUTRALIZE,
PENTAKILL
}
new const SND_FIRSTBLOOD[] = "assesi_1.wav"
new const SND_DOMINATING[] = "dominador%i.wav"
new const SND_DOUBLEKILL[] = "assesi_2.wav"
new const SND_GODLIKE[] = "assesi_6.wav"
new const SND_KILLINGSPREE[] = "assesi_7.wav"
new const SND_QUATRAKILL[] = "assesi_4.wav"
new const SND_RAMPAGE[] = "assesi_8.wav"
new const SND_TRIPLEKILL[] = "assesi_3.wav"
new const SND_UNSTOPPABLE[] = "assesi_9.wav"
new const SND_WELCOME[] = "welcome.wav"
new const SND_NEUTRALIZE[] = "assesi_1.wav"
new const SND_PENTAKILL[] = "assesi_5.wav"
public PlaySound(id, const sound[], any:...)
{
client_cmd(id, "spk ^"%s^"", sound)
}
public PlayRandomSound(id, const sound[], CASEID, to_num)
{
new temp[33]
new i; i = random_num(1, to_num)
formatex(temp, 33, sound, i)
client_cmd(id, "spk ^"%s^"", temp)
announcer_hud(id, CASEID, i)
}
stock loop_precache_sound(numloop, const sound[])
{
new temp[32], i
for( i = 1 ; i <= numloop ; i++)
{
formatex(temp, 32, sound, i)
precache_sound(temp)
}
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
RegisterHam(Ham_Spawn, "player", "hm_spawn", 1)
SyncHud = CreateHudSyncObj()
}
public hm_spawn(id)
g_firtboold[id] = false
public plugin_precache()
{
formatex(g_sounds[FIRTBLOOD], charsmax(g_sounds[]), sz_format, FOLDER, SND_FIRSTBLOOD)
formatex(g_sounds[DOMINATING], charsmax(g_sounds[]), sz_format, FOLDER, SND_DOMINATING)
formatex(g_sounds[DOUBLEKILL], charsmax(g_sounds[]), sz_format, FOLDER, SND_DOUBLEKILL)
formatex(g_sounds[GODLIKE], charsmax(g_sounds[]), sz_format, FOLDER, SND_GODLIKE)
formatex(g_sounds[KILLINGSPREE], charsmax(g_sounds[]), sz_format, FOLDER, SND_KILLINGSPREE)
formatex(g_sounds[QUATRAKILL], charsmax(g_sounds[]), sz_format, FOLDER, SND_QUATRAKILL)
formatex(g_sounds[RAMPAGE], charsmax(g_sounds[]), sz_format, FOLDER, SND_RAMPAGE)
formatex(g_sounds[TRIPLEKILL], charsmax(g_sounds[]), sz_format, FOLDER, SND_TRIPLEKILL)
formatex(g_sounds[UNSTOPPABLE], charsmax(g_sounds[]), sz_format, FOLDER, SND_UNSTOPPABLE)
formatex(g_sounds[WELCOME], charsmax(g_sounds[]), sz_format, FOLDER, SND_WELCOME)
formatex(g_sounds[NEUTRALIZE], charsmax(g_sounds[]), sz_format, FOLDER, SND_NEUTRALIZE)
formatex(g_sounds[PENTAKILL], charsmax(g_sounds[]), sz_format, FOLDER, SND_PENTAKILL)
precache_sound(g_sounds[FIRTBLOOD])
precache_sound(g_sounds[NEUTRALIZE])
loop_precache_sound(2, g_sounds[DOMINATING])
loop_precache_sound(3, g_sounds[DOUBLEKILL])
loop_precache_sound(4, g_sounds[GODLIKE])
loop_precache_sound(2, g_sounds[KILLINGSPREE])
loop_precache_sound(2, g_sounds[QUATRAKILL])
loop_precache_sound(4, g_sounds[RAMPAGE])
loop_precache_sound(2, g_sounds[TRIPLEKILL])
loop_precache_sound(3, g_sounds[UNSTOPPABLE])
loop_precache_sound(2, g_sounds[WELCOME])
loop_precache_sound(2, g_sounds[PENTAKILL])
}
public client_putinserver(id)
{
set_task(0.5, "client_post_putinserver", id)
g_firtboold[id] = false
}
public client_post_putinserver(id)
PlayRandomSound(id, g_sounds[WELCOME], WELCOME, 2)
public client_death(id, victim)
{
if(!is_user_connected(id)) return PLUGIN_HANDLED
// No me queria funcionar el gametime y use esto ^_^
new current_seg = get_systime()
new t_left = current_seg-g_pTime[id]
g_pTime[id] = current_seg
if(t_left <= 6)
g_kills[id] ++
else
g_kills[id] = 1
g_kills[victim] = 0
g_firtboold[victim] = false
switch(g_kills[id])
{
case 1 :
{
if(!g_firtboold[id])
{
PlaySound(id, g_sounds[FIRTBLOOD])
announcer_hud(id, FIRTBLOOD, 0)
g_firtboold[id] = true
}
else
{
PlaySound(id, g_sounds[NEUTRALIZE])
announcer_hud(id, NEUTRALIZE, 0)
}
}
case 2 : PlayRandomSound(id, g_sounds[DOUBLEKILL], DOUBLEKILL, 3)
case 3 : PlayRandomSound(id, g_sounds[TRIPLEKILL], TRIPLEKILL, 2)
case 4 : PlayRandomSound(id, g_sounds[QUATRAKILL], QUATRAKILL, 2 )
case 5 : PlayRandomSound(id, g_sounds[PENTAKILL], PENTAKILL, 2)
case 6 : PlayRandomSound(id, g_sounds[RAMPAGE], RAMPAGE, 4)
case 7 : PlayRandomSound(id, g_sounds[KILLINGSPREE], KILLINGSPREE, 2)
case 8 : PlayRandomSound(id, g_sounds[DOMINATING], DOMINATING, 2)
case 9 : PlayRandomSound(id, g_sounds[UNSTOPPABLE], UNSTOPPABLE, 3)
case 10 : PlayRandomSound(id, g_sounds[GODLIKE], GODLIKE, 4)
}
if(g_kills[id] >= 10)
g_kills[id] = 0
return PLUGIN_CONTINUE
}
public announcer_hud(id, CASEID, num)
{
new g_Red, g_Green, g_Blue
g_Red = random_num(0, 200)
g_Green = random_num(0, 200)
g_Blue = random_num(0, 200)
set_hudmessage(g_Red, g_Green, g_Blue, -1.0, 0.21, _, _, 5.0)
switch(CASEID)
{
case FIRTBLOOD : ShowSyncHudMsg(id, SyncHud, "")
case NEUTRALIZE : ShowSyncHudMsg(id, SyncHud, "")
case DOUBLEKILL : ShowSyncHudMsg(id, SyncHud, "")
case TRIPLEKILL : ShowSyncHudMsg(id, SyncHud, "")
case QUATRAKILL : ShowSyncHudMsg(id, SyncHud, "")
case PENTAKILL : ShowSyncHudMsg(id, SyncHud, "")
case RAMPAGE : ShowSyncHudMsg(id, SyncHud, "")
case DOMINATING : ShowSyncHudMsg(id, SyncHud, "")
case UNSTOPPABLE : ShowSyncHudMsg(id, SyncHud, "")
case GODLIKE : ShowSyncHudMsg(id, SyncHud, "")
case KILLINGSPREE : ShowSyncHudMsg(id, SyncHud, "")
}
}
Que Le Modifique: que no muestre los hud solo eso
Código PHP:
{
case FIRTBLOOD : ShowSyncHudMsg(id, SyncHud, "")
case NEUTRALIZE : ShowSyncHudMsg(id, SyncHud, "")
case DOUBLEKILL : ShowSyncHudMsg(id, SyncHud, "")
case TRIPLEKILL : ShowSyncHudMsg(id, SyncHud, "")
case QUATRAKILL : ShowSyncHudMsg(id, SyncHud, "")
case PENTAKILL : ShowSyncHudMsg(id, SyncHud, "")
case RAMPAGE : ShowSyncHudMsg(id, SyncHud, "")
case DOMINATING : ShowSyncHudMsg(id, SyncHud, "")
case UNSTOPPABLE : ShowSyncHudMsg(id, SyncHud, "")
case GODLIKE : ShowSyncHudMsg(id, SyncHud, "")
case KILLINGSPREE : ShowSyncHudMsg(id, SyncHud, "")
}
}