HEV Suit Sounds

Unpaid Requests, Public Plugins
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ArminC
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HEV Suit Sounds

#1

Post by ArminC » 6 years ago

Ok.. so this is a big one.. I tought about a plugin wich emit the HEV Suits (download) sounds depending on situation.. so let's say you have critical health: client_cmd(iVictim, "spk ^"fvox/(p120) beep, beep, beep, (p100) health_critical^"")

But there is a thing, there should be all the sounds used.. like it's bad to use 1-10 sounds when every sound can be used in some situations :) No precache needed everything is already in the client.

Plugin example, how to do it (this give you the suit but isn't ok because it give bonus gravity and such.. we need only the sounds)

-- I don't ask someone to do this (just put this ideea), is a big one.. I posted this more for my personal record.

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Raheem
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#2

Post by Raheem » 6 years ago

I don't understand anything.. WHT the problem now?
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ArminC
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#3

Post by ArminC » 6 years ago

Lol. I mean by a plugin that add the HEV Suit auto-sys sounds. Take an example: if you are hit by a zombie: spk "fvox/(p120) beep, beep, beep, (p100) health_critical" (try into your console) -- won't be nice to have all these sounds in CS1.6 trough a plugin? :)

Edit- or if you fall from a rock.. and take some hp: spk "fvox/(p160) boop, boop, boop, (p100) minor_fracture"

or this if you are infected: spk "fvox/(p160) boop, boop, boop, (p100) blood_toxins, hev_critical_fail, flatline" :o :o

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#4

Post by Raheem » 6 years ago

HALF-LIFE?
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Spir0x
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#5

Post by Spir0x » 6 years ago

i didn't understand anything, then explain more or try this
Low hp Breath when player have low hp X - by Cvars
https://forums.alliedmods.net/showthread.php?t=220538

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ArminC
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#6

Post by ArminC » 6 years ago

Oh I got 2 of you confused.. *lol*

As you can see that commands you can type in console and then a "digital women" will talk. That's HEV Suit diagnostic system, and I tought about a plugin to play different sounds (like in half-life) at different situations (if you die, if you drown, if you pickup a gun and so on.. (we have a lot, 143 sounds :lol: ))

just watch this https://www.youtube.com/watch?v=dWkFzIMzd9g

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#7

Post by Raheem » 6 years ago

Yes but the sound itself is EGG... So forget it.
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#8

Post by ArminC » 6 years ago

EGG? What mean egg?

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#9

Post by Raheem » 6 years ago

I don't know how to explain it but consider it as something that is very stupid & bad.. :lol: :lol:
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#10

Post by ArminC » 6 years ago

You meant that Gaben's concept of art is very stupid :( ?

Anyway :lol: Here is something I got from an user.. (an base.. some sounds, about 35% of 'em)

Code: Select all

#include <amxmodx>
#include <amxmisc>
#include <hamsandwich>
#include <hlsdk_const>
#include <cstrike>
#include <fun>

#define PLUGIN_VERSION "Mark IV"
#define ADMIN_HEV ADMIN_SLAY /* You can change this line to change access to admin commands & access for buying HEV Suit */

new curweap[33][2]
new bool:hevtemp[33] = true /* Check if user's HEV Suit is allowed to talk to prevent spamming */

stock suit_next(index, Float:seconds) /* HEV Suit wont spam anymore */
{
	hevtemp[index] = false
	set_task(seconds, "hevtemp_on", index)
}


public plugin_init() { /* Plugin initialize */
	register_plugin("HEV Voice System", PLUGIN_VERSION, "Alex 'fR4gn0tiX!' Managadze") /* Register plugin info */
	
	register_event("DeathMsg", "hook_death", "a") /* Hook player's death */
	register_event("CurWeapon", "weapons", "b") /* Hook "curweapon" function */
	
	RegisterHam(Ham_TakeDamage, "player", "Ham_TakeDamage_Pre") /* Hook if player is taking damage */
}

public hook_death(id) /* Someone has died */
{
	new victim = read_data(2) /* Who died? */
	client_cmd(victim, "wait; wait; stopsound; spk ^"fvox/beep beep, beep beep, beep, flatline^"")

	return PLUGIN_HANDLED
}

public Ham_TakeDamage_Pre(iVictim, iInflictor, iAttacker, Float:flDamage, iDamageBits) /* Hook if player is taking damage */
{	
	if (flDamage <= 0.0) /* If damage = 0 or damage < 0 */
	   return HAM_IGNORED
	
	new CsArmorType:ArmorType

	if (cs_get_user_armor(iVictim, ArmorType) < 50 && hevtemp[iVictim] == true) /* If victim has HEV Suit with voice system activated and armor is less than 50 */
	{
		client_cmd(iVictim, "spk ^"fvox/fuzz fuzz, power_below fifty percent^"")
		suit_next(iVictim, 7.0) /* HEV Suit isn't allowed to talk next 7 seconds */
		return HAM_IGNORED
	}
	if (get_user_health(iVictim) < 25 && hevtemp[iVictim] == true) /* If victim has HEV Suit with voice system activated and health is less than 25 */
	{
		client_cmd(iVictim, "spk ^"fvox/(p120) beep, beep, beep, (p100) health_critical^"")
		suit_next(iVictim, 5.0) /* HEV Suit isn't allowed to talk next 5 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_CLUB && hevtemp[iVictim] == true)
	{
		if (flDamage >= 150.0)
		{
			client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) minor_fracture^"")
			suit_next(iVictim, 5.0) /* HEV Suit isn't allowed to talk next 5 seconds */
		}
		return HAM_IGNORED
	}
	if (iDamageBits & (DMG_FALL | DMG_CRUSH) && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) %s_fracture, %s^"", flDamage >= 30.0 ? "major" : "minor", flDamage >= 30.0 ? "(p160) boop, boop, boop, (p100) automedic_on hiss morphine_shot" : "")
		suit_next(iVictim, 12.0) /* HEV Suit isn't allowed to talk next 12 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_BULLET && hevtemp[iVictim] == true)
	{
		if (flDamage >= 100.0)
		{
			client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) blood_loss, (p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot^"")
			suit_next(iVictim, 30.0) /* HEV Suit isn't allowed to talk next 30 seconds */
		}
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_SLASH && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) %s_lacerations^"", flDamage >= 150.0 ? "major" : "minor")
		suit_next(iVictim, 20.0) /* HEV Suit isn't allowed to talk next 20 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_SONIC && hevtemp[iVictim] == true)
	{
		if (flDamage >= 150.0)
		{
			client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) internal_bleeding^"")
			suit_next(iVictim, 20.0) /* HEV Suit isn't allowed to talk next 20 seconds */
		}
		return HAM_IGNORED
	}
	if (iDamageBits & (DMG_POISON | DMG_PARALYZE) && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/(p160) boop, boop, boop, (p100) blood_toxins^"")
		suit_next(iVictim, 30.0) /* HEV Suit isn't allowed to talk next 30 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_ACID &&hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/blip blip blip, chemical_detected^"")
		suit_next(iVictim, 30.0) /* HEV Suit isn't allowed to talk next 30 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_NERVEGAS && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/blip blip blip, biohazard_detected^"")
		suit_next(iVictim, 30.0) /* HEV Suit isn't allowed to talk next 30 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & DMG_RADIATION && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/blip blip blip, radiation_detected^"")
		suit_next(iVictim, 30.0) /* HEV Suit isn't allowed to talk next 30 seconds */
		return HAM_IGNORED
	}
	if (iDamageBits & (DMG_DROWN | DMG_BURN) && hevtemp[iVictim] == true)
	{
		client_cmd(iVictim, "spk ^"fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area^"")
		suit_next(iVictim, 20.0) /* HEV Suit isn't allowed to talk next 20 seconds */
		return HAM_IGNORED
	}
	return HAM_IGNORED
}

public weapons(id) /* Is user out of ammo? */
{
	new Weapon = read_data(2)
	new Ammo = read_data(3)
	
	if (curweap[id][0] != Weapon)
	{
		curweap[id][0] = Weapon
		curweap[id][1] = Ammo
		return PLUGIN_CONTINUE
	}
	if (curweap[id][1] < Ammo)
	{
		curweap[id][1] = Ammo
		return PLUGIN_CONTINUE
	}
	if (curweap[id][1] == Ammo)
	   return PLUGIN_CONTINUE
	
	curweap[id][1] = Ammo
	curweap[id][0] = Weapon
	
	new Bpammo = cs_get_user_bpammo(id, Weapon)
	
	if (Ammo == 0 && Bpammo == 0 && hevtemp[id] == true)
	{
		client_cmd(id, "spk ^"fvox/blip ammo_depleted^"")
		suit_next(id, 5.0)
		return PLUGIN_CONTINUE
	}
	return PLUGIN_CONTINUE
}

public hevtemp_on(id) /* HEV Suit is now allowed to talk */
{
	hevtemp[id] = true
}

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Raheem
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#11

Post by Raheem » 6 years ago

ArminC wrote: 6 years ago You meant that Gaben's concept of art is very stupid :( ?
This is my opinion only. Useless sounds in CS but useful in HL.

So what problem in this code? i get the idea but what you need with this code?
He who fails to plan is planning to fail

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ArminC
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#12

Post by ArminC » 6 years ago

I got it and I just posted for others.

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