Finally I will try look again dm and tdm.gsc maybe have missed something. And we will finish on that, overall it works, it was good day for me, thanks to you
Finally I will try look again dm and tdm.gsc maybe have missed something. And we will finish on that, overall it works, it was good day for me, thanks to you
Last edited by G-Stuff002; 21st February 2018 at 20:02.
After i needed to figure out how to connect gasgrenade to allweapons mod, in order to files do not have conflict. I'll do it later, I still need to edit one function to one weapon, it very hardly but i began to understand a little bit..
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":
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.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,,,,,
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.
sorry not added "1" in puke.wav when writing here. The problem is that I do not hear in game puke_1.wav and puke_2.wav played
Repeated many times the throw of a grenade but the sounds do not play
The player only coughs and breathes hard
Last edited by G-Stuff002; 21st February 2018 at 20:27.
I've been sitting all day with this mod and I'm a little tired, sorry
Okay, I found the problem - there was a function which needed to be threaded because it lead to a loop.
Try this instead:
Don't forget the new function waittoDie(), as that undefines some player flags.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; }
G-Stuff002 (21st February 2018),kung foo man (21st February 2018)
Tally, you're right! I reinstall tommorow cod2, maybe while i work i something change in main folder..
ok
"as that undefines some player flags" not understand what it that
Last edited by G-Stuff002; 21st February 2018 at 20:52.
Tally refers to the flags gassed/puked/scr, so other functions can depend on if (isDefined( player.gassed )) e.g.PHP Code:
waittoDie()
{
self endon( "disconnect" );
self waittill( "killed_player" );
self.gassed = undefined;
self.puked = undefined;
self.scr = undefined;
}
timescale 0.01
Yep, kung fu said it. You have to undefine self.gassed, self.puked, and self.scr (all of these are called "player flags" in COD, or structs if you know programming), otherwise when you die and get gassed again, none of the effects work again.