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Entropy-Soldier:
To make a sound louder, it's sometimes possible to play it in multiple sound channels at the same time...this isn't really the ideal way to do it but it's a quick and dirty one that sometimes is enough.  Sometimes it's better to just increase the raw volume in the audio editing program of your choice.

As for the looping alarm, you can either make a custom version of the sound that doesn't loop or stop it after a certain amount of time with:

StopSound( None, [SOUNDNAME] )


I hope this helps!

papel:

--- Quote from: John Doom on August 12, 2018, 01:24:19 pm ---:D Actually I haven't updated the attachment yet. It probably happens in a specific situation, could you describe what happened? If it happens again, I'd suggest rematching, changing map or recreating the server. Meanwhile I'll work on fixing this issue as the first priority.

--- End quote ---

I found the problem ....
The ooagent.cfg file is set to ge_teamautobalance false, while the correct one would be ge_teamautobalance 0. After the fix, everything is fine now.

Thank you John!

John Doom:

--- Quote from: Entropy-Soldier on August 22, 2018, 06:01:46 pm ---As for the looping alarm, you can either make a custom version of the sound that doesn't loop or stop it after a certain amount of time with:
StopSound( None, [SOUNDNAME] )
--- End quote ---
I just tried, but it's hopeless, it doesn't stop playing anyway! I'm exasperated! :D

--- Code: ---
    def AlarmSet(self, newOn):
        if newOn:
            self.alarmT = 3.0

            if self.alarmOn==False:
                for playerI in GetPlayers():
                    GEUtil.PlaySoundTo(playerI, self.TOKEN_ALARM_SOUND)
        else:
            for playerI in GetPlayers():
                GEUtil.StopSound(playerI, self.TOKEN_ALARM_SOUND)
                print("GEUtil.StopSound("+playerI.GetCleanPlayerName()+", self.TOKEN_ALARM_SOUND)")

        self.alarmOn = newOn
--- End code ---
See the attachment for more.
UPDATE: I also just tried using "None" to target all players: same result :(


--- Quote from: papel on August 23, 2018, 05:10:24 pm ---I found the problem ....
The ooagent.cfg file is set to ge_teamautobalance false, while the correct one would be ge_teamautobalance 0. After the fix, everything is fine now.

Thank you John!

--- End quote ---
I'll include your fix, though I'm a bit confused, since https://wiki.geshl2.com/goldeneye/server/cmds says it should be bool (true/false).
:) Thank you for playing.

Entropy-Soldier:
That's quite odd honestly, targeting all players individually or using "None" should stop/start the sound for all players.  I'll have to check it out myself sometime soon and make sure it's working properly.  I'm not actually sure if StopSound is used anywhere else so there is the possibility it has issues.

As for console variables you do indeed input boolean values as 1 or 0.  I've updated the wiki page to reflect this, as it was somewhat unclear before.  Sorry for the misunderstanding!

John Doom:
:) Download updated!
I did some fixing, temporarily disabled the alarm (since it doesn't work properly yet), changed the token to a suitcase, changed a few sounds and added an easter egg: if you play as Bond, you'll see on the screen "JOHN DOOM presents/<your nickname>/as IAN FLEMING'S JAMES BOND 007 in/GOLDENEYE SOURCE" (:D kind of like here: )

:D Question time:
-is it possible to replace by code the background music for team MI6? I'd like to use something more bondian;
-is there an event to get when a player is using a weapon? I know there's one for tokens, but it's not enough, I'd like to know if the player is shooting at a token. Another option would be to get if a token is being shot, but there are no events for this either.

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