View Full Version : Sound when the player connect and log in to server script.
klendi11
13th August 2016, 00:14
Hi guys
Can anyone tell me the way or the script that play a sound when the player log in.
like : "Welcome to X mod" when the player log in.
If anyone help or give his thoughts that would be great !!!
thOuMta
13th August 2016, 08:57
Callback_PlayerConnect()
{
level notify("connected", self);
if(!level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self iprintlnbold("Welcome to X mod"); //put your message here
wait(0.5);
self playlocalsound("YOUR_WELCOME_SOUND"); //put your sound here
}
I just remember this thing but i didnt tested it, so i dont know if is working :)
IzNoGoD
13th August 2016, 12:21
dont put waits in there. Make it a thread instead.
Wesleyw3zep
27th November 2016, 00:01
Callback_PlayerConnect()
{
level notify("connected", self);
if(!level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self iprintlnbold("Welcome to X mod"); //put your message here
wait(0.5);
self playlocalsound("YOUR_WELCOME_SOUND"); //put your sound here
}
I just remember this thing but i didnt tested it, so i dont know if is working :)
Callback_PlayerConnect()
{
thread dummy();
self.statusicon = "hud_status_connecting";
self waittill("begin");
self.statusicon = "";
level notify("connected", self);
if(!level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self iprintlnbold("^3Welcome to unionsqd-gaming "); //put your message here
self playlocalsound("us_welcome.mp3"); //put your sound here
//PAM TEMP!
self.pers["dvarenforcement"] = 1;
//self setclientcvar("hud_enable", 1);
Wesleyw3zep
18th March 2017, 05:14
well i did this,
Callback_PlayerConnect()
{
thread dummy();
self.statusicon = "hud_status_connecting";
self waittill("begin");
self.statusicon = "";
level notify("connected", self);
if(!level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self iprintlnbold("^5w^6w^7w^3.^1unionsqd-gaming^3.^7c^6o^5m"); //put your message here
self playlocalsound("us_welcome.mp3"); //put your sound here
//self setclientcvar("hud_enable", 1);
if(!isdefined(self.pers["team"]) && !level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
lpselfnum = self getEntityNumber();
lpselfguid = self getGuid();
logPrint("J;" + lpselfguid + ";" + lpselfnum + ";" + self.name + "\n");
but i hear no sound only see the text
Lonsofore
18th March 2017, 06:36
self playlocalsound("us_welcome.mp3"); //put your sound here
Here is your mistake - you should use soundaliases (.csv) files for sounds. You can find an example in iw_06.iwd. So, make your own .csv file in "soundaliases" folder, add there your sounds and then use them in your code with given name.
Wesleyw3zep
18th March 2017, 23:47
Here is your mistake - you should use soundaliases (.csv) files for sounds. You can find an example in iw_06.iwd. So, make your own .csv file in "soundaliases" folder, add there your sounds and then use them in your code with given name.
ok so in the map sound i made a map called ''Gomsound'' inside that map are the 2 mp3's called ''playercon & playerdiscon.mp3
#Gomannouncer,,,,,,,,,,,,
gomplayersleft,,,gomsound/playerdiscon.mp3,1,1,,,,1000000,,auto,streamed
gomplayersjoined,,,gomsound/playercon.mp3,1,1,,,,1000000,,auto,streamed
does not work :(
voron00
19th March 2017, 04:02
auto is a 3d channel, it cannot be used to play a local sound, use something like (but make sure it matches your soundalias columns):
gomplayersleft,,gomsound/playerdiscon.mp3,,,,,,,,local,streamed,,,,all_mp,, ,,,,local
Wesleyw3zep
19th March 2017, 07:04
auto is a 3d channel, it cannot be used to play a local sound, use something like (but make sure it matches your soundalias columns):
gomplayersleft,,gomsound/playerdiscon.mp3,,,,,,,,local,streamed,,,,all_mp,, ,,,,local
so like this ??
name,sequence,probability,file,vol_min,vol_max,vol _mod,pitch_min,pitch_max,dist_min,dist_max,channel ,type,loop,masterslave,loadspec,subtitle,compressi on,secondaryaliasname,volumefalloffcurve,startdela y,speakermap,reverb,lfe percentage
hill400_assault_gr5_letsgoget,,,Voiceovers/US/400Assault/hill400assault_gr5_sc03_01_t1.wav,1,1,,,,1000000,, auto,streamed
soviet_victory_light01,,,music/downtownsniper_victory_GRFINAL.mp3,1,1,,,,1000000, ,auto,streamed
ridge88_main_music,,,music/88ridge_approaching_ridge2_GRFINAL.mp3,1,1,,,,1000 000,,auto,streamed
gomplayersleft,,gomsound/playerdiscon.mp3,,,,,,,,local,streamed,,,,all_mp,, ,,,,local
voron00
19th March 2017, 07:53
Your colums is different than in stock iw_multiplayer.csv so adding that just like that won't work.
Stock colums are:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_m in,pitch_max,dist_min,dist_max,channel,type,probab ility,loop,masterslave,loadspec,subtitle,compressi on,secondaryaliasname,volumefalloffcurve,startdela y,speakermap,reverb,lfe percentage
And your colums are:
name,sequence,probability,file,vol_min,vol_max,vol _mod,pitch_min,pitch_max,dist_min,dist_max,channel ,type,loop,masterslave,loadspec,subtitle,compressi on,secondaryaliasname,volumefalloffcurve,startdela y,speakermap,reverb,lfe percentage
So, the alias for your colums should be:
gomplayersleft,,,gomsound/playerdiscon.mp3,,,,,,,local,streamed,,,,all_mp,,, ,,,local
Wesleyw3zep
20th March 2017, 03:20
oke i understand so if i paste this code
gomplayersleft,,,gomsound/playerdiscon.mp3,,,,,,,local,streamed,,,,all_mp,,, ,,,local
in iw_multiplayer.csv it will be ok?
and where can i paste that @ the begin of the csv o
voron00
20th March 2017, 06:49
No, if you want to use iw_multiplayer.csv, you should use:
gomplayersleft,,gomsound/playerdiscon.mp3,,,,,,,,local,streamed,,,,all_mp,, ,,,,local
And if you want to use it with your soundalias file with the columns you posted (https://killtube.org/showthread.php?2705-Sound-when-the-player-connect-and-log-in-to-server-script&p=15989&viewfull=1#post15991)you should use:
gomplayersleft,,,gomsound/playerdiscon.mp3,,,,,,,local,streamed,,,,all_mp,,, ,,,local
Wesleyw3zep
26th March 2017, 21:58
ok ok Thank you!
i will try this now. ( just to get you a idea do u know the extreme mod @ cod2) ? thats the thing what i want when someone joins and leaves the server you will hear that sound everybody will hear that sound. you know what i mean?
guiismiti
26th March 2017, 22:08
In the game type script (tdm.gsc, dm.gsc, sd.gsc, ...), use playSoundOnPlayers(sound, team) on Callback_PlayerConnect() and Callback_PlayerDisconnect()
Wesleyw3zep
26th March 2017, 22:23
In the game type script (tdm.gsc, dm.gsc, sd.gsc, ...), use playSoundOnPlayers(sound, team) on Callback_PlayerConnect() and Callback_PlayerDisconnect()
well this is my player_connect
Callback_PlayerConnect()
{
thread dummy();
self.statusicon = "hud_status_connecting";
self waittill("begin");
self.statusicon = "";
level notify("connected", self);
self iprintlnbold("You are connected to unionsqd-gaming public SD"); //put your message here
self playlocalsound("playercon.mp3"); //put your sound here
if(!isdefined(self.pers["team"]) && !level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self playlocalsound("playercon.mp3"); //put your sound here
lpselfnum = self getEntityNumber();
lpselfguid = self getGuid();
logPrint("J;" + lpselfguid + ";" + lpselfnum + ";" + self.name + "\n");
if(game["state"] == "intermission")
{
spawnIntermission();
return;
}
level endon("intermission");
// WORM
self thread maps\mp\gametypes\_wormsmod::Worms_Mod_PlayerConne ct_Init();
and this is my callback_playerdisconnect
Callback_PlayerDisconnect()
{
if(!level.splitscreen)
iprintln(&"MP_DISCONNECTED", self);
self playlocalsound("playerdiscon.mp3"); //put your sound here
if(isdefined(self.pers["team"]))
{
if(self.pers["team"] == "allies")
setplayerteamrank(self, 0, 0);
else if(self.pers["team"] == "axis")
setplayerteamrank(self, 1, 0);
else if(self.pers["team"] == "spectator")
setplayerteamrank(self, 2, 0);
}
lpselfnum = self getEntityNumber();
lpselfguid = self getGuid();
logPrint("Q;" + lpselfguid + ";" + lpselfnum + ";" + self.name + "\n");
if(game["matchstarted"])
level thread updateTeamStatus();
guiismiti
27th March 2017, 02:58
read what I posted and try doing it as I said
Wesleyw3zep
29th March 2017, 23:48
Like this?
Callback_PlayerConnect()
{
thread dummy();
self.statusicon = "hud_status_connecting";
self waittill("begin");
self.statusicon = "";
level notify("connected", self);
self iprintlnbold("You are connected to unionsqd-gaming public SD"); //put your message here
playSoundOnPlayers(sound, team)("playercon.mp3"); //put your sound here
if(!isdefined(self.pers["team"]) && !level.splitscreen)
iprintln(&"MP_CONNECTED", self.name);
self playlocalsound("playercon.mp3"); //put your sound here
lpselfnum = self getEntityNumber();
lpselfguid = self getGuid();
logPrint("J;" + lpselfguid + ";" + lpselfnum + ";" + self.name + "\n");
if(game["state"] == "intermission")
{
spawnIntermission();
return;
}
level endon("intermission");
// WORM
self thread maps\mp\gametypes\_wormsmod::Worms_Mod_PlayerConne ct_Init();
Callback_PlayerDisconnect()
{
if(!level.splitscreen)
iprintln(&"MP_DISCONNECTED", self);
self playlocalsound("playerdiscon.mp3"); //put your sound here
if(isdefined(self.pers["team"]))
{
if(self.pers["team"] == "allies")
setplayerteamrank(self, 0, 0);
else if(self.pers["team"] == "axis")
setplayerteamrank(self, 1, 0);
else if(self.pers["team"] == "spectator")
setplayerteamrank(self, 2, 0);
}
lpselfnum = self getEntityNumber();
lpselfguid = self getGuid();
logPrint("Q;" + lpselfguid + ";" + lpselfnum + ";" + self.name + "\n");
if(game["matchstarted"])
level thread updateTeamStatus();
guiismiti
30th March 2017, 00:00
Instead of
playSoundOnPlayers(sound, team)("playercon.mp3");
use
playSoundOnPlayers("playercon.mp3", team);
and delete this:
self playlocalsound("playercon.mp3");
But also, you need to add your sound to a soundaliases table and use the alias instead of the file name.
It will help you if you get a mod and check how it is done.
Wesleyw3zep
2nd April 2017, 19:13
So what you say to me is that i cant use the.multiplayer soundaliases? Pff this is harder than i thought
Ni3ls
2nd April 2017, 20:28
Ofcourse you can use that one. But you need to use that syntax. Just copy a line that plays a sound to all players and edit it
Wesleyw3zep
2nd April 2017, 22:04
Ofcourse you can use that one. But you need to use that syntax. Just copy a line that plays a sound to all players and edit it
well i have this
#Misc,,,,,,,,,,,,,,,,,,,,,
beep,1,misc/beep.wav,,,,,,,,,,,,,all_mp,,,,,,
gomplayersleft,,gomsound/playerdiscon.mp3,,,,,,,,local,streamed,,,,all_mp,, ,,,,local
gomplayersjoined,,gomsound/playercon.mp3,,,,,,,,local,streamed,,,,all_mp,,,,, ,local playercon.mp3 in my ''iw_multiplayer2_csv
IzNoGoD
2nd April 2017, 22:13
That does not show anything. That's like saying your car has 2 doors and 4 tires, but not telling where they're connected to the car.
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