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Thread: GAS Grenade For COD2 MP

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  1. #1
    Private First Class G-Stuff002's Avatar
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    there is no sound with fix. puke_1.wav, puke_2.wav, puke_splash.wav - not hear

    I try too rename _mc2.csv (this have all sound codes) to mustardgas.csv - did not help
    And add (#PUKE...,#splash..) to iw_multiplayer2.csv - not help too

    I think we should to look in other files. I will open all the files and search puke_1... maybe can find where it's written to run
    Last edited by G-Stuff002; 21st February 2018 at 18:33.

  2. #2
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    Quote Originally Posted by G-Stuff002 View Post
    there is no sound with fix. puke_1.wav, puke_2.wav, puke_splash.wav - not hear

    I try too rename _mc2.csv (this have all sound codes) to mustardgas.csv - did not help
    And add (#PUKE...,#splash..) to iw_multiplayer2.csv - not help too

    I think we should to look in other files. I will open all the files and search puke_1... maybe can find where it's written to run
    You can't use my soundalias file with the one from merciless mod, because they use the same sound alias names. You are probably getting errors in console_mp.log file telling you of the conflict. Use the one from merciless only. Not both together.

    The whole point of my "stand-alone" version was so you didn't need to use anything from merciless. It's a bit pointless me doing all this work if you are only going to use the merciless mod after all.

  3. #3
    Private First Class G-Stuff002's Avatar
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    I've reviewed all the files and other code (at least a line) for puke.wav did not find it. This code only in soundaliases/_mc2.csv, codes which needed to be moved to mustardgas.csv

    I do not know what else can move to make the two wav files run. Jet from the vort can be seen but there is no sound

  4. #4
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    Quote Originally Posted by G-Stuff002 View Post
    I've reviewed all the files and other code (at least a line) for puke.wav did not find it. This code only in soundaliases/_mc2.csv, codes which needed to be moved to mustardgas.csv

    I do not know what else can move to make the two wav files run. Jet from the vort can be seen but there is no sound
    I'm not clear what you are trying to do, or what the problem is. The stand-alone mod I did for you does not use puke.wav. It only uses puke_1.wav and puke_2.wav. Both of these are handled in the sounalias file under "puker":

    Code:
    #PUKE,,,,,,,,,,,,,,,,,
    puker,1,mustard/puke_1.wav,1,1,,,120,3000,,,voice,streamed,,,,,
    puker,2,mustard/puke_2.wav,1,1,,,120,3000,,,voice,streamed,,,,,
    So, you don't need puke.wav. I'm not even sure where you got that file from, it's not in the merciless mod.

    As far as I'm concerned, the mod works fine. All the sounds play as they should. If you are still having problems, you must have a conflict somewhere in your mod. The skill of a true modder is the ability to figure out where those type of conflicts are, and then solve them.

  5. #5
    Private First Class G-Stuff002's Avatar
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    I've been sitting all day with this mod and I'm a little tired, sorry

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    Okay, I found the problem - there was a function which needed to be threaded because it lead to a loop.

    Try this instead:

    Code:
    gasPlayer( eAttacker, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ) 
    { 
    	self endon( "killed_player" );
    	self endon( "disconnect" );
    	
    	len=undefined;
    	if( !isDefined( self.gassed ) ) 
    	{
    		if(iDamage <= 5)
    			len = .25*2;
    		else if(iDamage >=5 && iDamage < 10)
    			len = .45*2;
    		else if(iDamage >= 10 && iDamage < 15)
    			len = .75*2;
    		else if(iDamage >= 15)
    			len = 1*2; //4
    		self shellshock( "mc_mustard", len );
    		
    		self.gassed = 1;
    	}
    	
    	if( !isDefined( self.puked ) && randomint( 100 ) > 70 ) //30% chance to puke
    	{
    		if( !isDefined( self.scr ) )
    		{
    			if( !isDefined( self.scr ) )
    				self scream( "p" );
    				
    			self.puked = 1;
    		}
    		
    		playfxontag( level._effect["puke"], self, "j_Head" );
    		self thread forceto( "crouch" );
    	}
    	else
    	{
    		if( randomint( 100 ) > 70 )
    		{
    			if( !isDefined( self.scr) )
    				self thread scream( "h" );
    		}
    		else
    		{
    			if( !isDefined( self.scr ) )
    				self scream( "mc" );
    		}
    	}
    	
    	if( self.health - iDamage <= 0 )
    		self finishPlayerDamage( eAttacker, eAttacker, 5, iDFlags, sMeansOfDeath, sWeapon, (self.origin + (0,0,-300)), vDir, sHitLoc,psOffsetTime );
    	else
    		self.health = self.health -iDamage;
    	
    	if( isAlive( self ) )
    		self thread waittoDie();
    }
    
    waittoDie()
    {
    	self endon( "disconnect" );
    	
    	self waittill( "killed_player" );
    	
    	self.gassed = undefined; 
    	self.puked = undefined;
    	self.scr = undefined;
    }
    Don't forget the new function waittoDie(), as that undefines some player flags.

  7. The Following 2 Users Say Thank You to Tally For This Useful Post:

    G-Stuff002 (21st February 2018),kung foo man (21st February 2018)

  8. #7
    Private First Class G-Stuff002's Avatar
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    ok

    "as that undefines some player flags" not understand what it that
    Last edited by G-Stuff002; 21st February 2018 at 20:52.

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