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Thread: Quick questions thread

  1. #1
    Assadministrator IzNoGoD's Avatar
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    Quick questions thread

    Here is a thread where you can quickly ask a simple question.
    Dont ask questions that might need a lot of explaining, just the simpler ones

    Ill open with one I received on xf:

    [14:36] F |Madness| U: hey again, don't suppose you know of a way to use getEntArray() to get all the scripted entities on a map?
    [14:36] F |Madness| U: I tried getEntArray( "*", "targetname" )
    [14:36] F |Madness| U: cause I thought it might take * as a wildcard but it doesn't

    Answer:
    Just call getentarray() to get all entities in a map (everything will be there). Filter afterwards if required.

  2. The Following User Says Thank You to IzNoGoD For This Useful Post:

    kung foo man (28th December 2012)

  3. #2
    Sergeant EvoloZz's Avatar
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    Is there a way to use "/rcon say" inside scripts, i mean instead of iprintlnbold it would say what you want in chat with console? For example "console: Player #1 got pwned by Player #2"

  4. #3
    Assadministrator IzNoGoD's Avatar
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    Not yet.

    If im correct, kung is desperately trying to get something like that to work, but it will only work on killtube-hosted servers.

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    Sergeant EvoloZz's Avatar
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    Ok , and one question, I've been punching my head against the wall, already for some time.
    So i have tried to make some kinda music menu for quickmessage menu, and it works (somehow). The main problem is that the sounds are not local, i mean all players will hear the music or sounds. But after i tried to use some function that actually made the sound "local", but then weapon sound overrides it, if i shoot the music stops, which is kinda annoying.
    I used this function:
    Code:
    	if(isPlayer(self))
    	{
    	    self playlocalSound("spawn");
    	}
    That is supposed to play some Black Ops spawn music when player joins and spawns, but if he shoots with his weapon, it will stop the sound.
    And I have also tried some other functions, but then everyone will hear the music. What causes the main problem? Maybe it is soundalias? or just the function sucks?
    The soundalias is like this:
    Code:
    spawn,,other/spawn.mp3,1.0,,,,,,,local,streamed,,nonlooping
    I hope someone got fix for this
    I can make separate topic for this problem if this problem needs lots of explaining
    Last edited by EvoloZz; 28th December 2012 at 17:53.

  6. #5
    Assadministrator IzNoGoD's Avatar
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    Soundalias
    Set channel to auto or to announcer.

  7. #6
    Sergeant EvoloZz's Avatar
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    With auto i cannot hear anything, and announcer works but the sounds can corrupt each other

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    Assadministrator kung foo man's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    Not yet.

    If im correct, kung is desperately trying to get something like that to work, but it will only work on killtube-hosted servers.
    Im not desperately trying it, the research is basically already done. Just would need to implement the function for every cod2-version.

    But i am a bit demotivated about the situation, that nobody seems to have any interest on the extra-functions PLUS want to rent a server...
    timescale 0.01

  9. #8
    Sergeant EvoloZz's Avatar
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    I am still kinda experiencing problems with it, because what I want is that only one player can hear the sounds, and that you can play all of them in the same time, so first sound doesn't stop second. And I have seen in some mods the channel is music and it is locally, but it didn't work for me :/

  10. #9
    Sergeant serthy's Avatar
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    Is there a libcod replacement for execClientCommand() ?

  11. #10
    Sergeant maxdamage99's Avatar
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    Quote Originally Posted by serthy View Post
    Is there a libcod replacement for execClientCommand() ?
    Now - no, only .menu & script
    PHP Code:
    class CoronaVirus 
    {
       
    CoronaVirus(int m 1): multi(m) { Peoples.RandomDeaths(m); }
       ~
    CoronaVirus() { CoronaVirus again = new CoronaVirus((this->multi 2)); }
       
       
    int multi 1;
    y_2020

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