Author Topic: Voice overs *Need help*  (Read 1633 times)

So i have posted i think one or two topics pertaining to ways to input Voice overs into blockland, but i was Naive with TS.

I was thinking I'd give it another shot since I've somewhat improved on my ability to understand what the forget you guys are saying to me when your giving me help :/ so here it goes:

Voice overs for when a player kills another player
So im going to use the names "forgetass" and "Dipstuff" for these example.
forgetass kills Dipstuff, forgetass then announces to his teamates that he has killed Dipstuff using something like
Code: [Select]
ServerPlay3D(EnenemyKilled);

Voice over for when player is getting shot at
Dipstuff is shooting at forgetass. After a few shots forgetass realizes that Dipstuff is trying to suppress him, forgetass, being shot at, yells at his teamates describing what is happening and that he needs help.
So in other words, after a certain amount of projectiles flys by the player, have that player do
Code: [Select]
ServerPlay3D(HELP);
Voice over for when player is using suppressive fire (spamming his weapon)
forgetass sees Dipstuff, forgetass fires at Dipstuff. However forgetass realizes that he is spamming the stuff out of his weapon and tells his teamates to clear his line of fire so they dont get hit with his barage.
So detect when the player fires x amount of projectiles and once that x amount is reached do
Code: [Select]
ServerPlay3D(Firing);

So....what's your question?

All I can tell you at this point is that the arguments for serverPlay3d are soundDatablock and position

well my question is: how would i make this happen.

well my question is: how would i make this happen.
1. Create package
2. Parent actions
3. Check conditions then play your sound
4. profit???

To expand on what Honorabl3 stated you'll need to package/parent armor commands, a gameconnections or two, and a firing command to get your voice overs. One such command would be
GameConnection::onDeath(%this, %sourcePlayer, %sourceClient, %damageType, %damageArea)

Quote
To expand on what Honorabl3 stated you'll need to package/parent armor commands, a gameconnections or two, and a firing command to get your voice overs. One such command would be
GameConnection::onDeath(%this, %sourcePlayer, %sourceClient, %damageType, %damageArea)
Okay this should me started thanks

As far as I know the "being suppressed" thing is a whole different story. You're going to have to come up with something creative in order to achieve that, because there isn't any function for that purpose (projectile flying by something).

As a start you could use this: http://forum.blockland.us/index.php?topic=20754.0
You can look through it and examine your options. For one I would look into using containers and related stuff for when a projectile explodes. It wouldn't set people off by projectiles flying by them but instead by when a projectile lands near them.
« Last Edit: January 11, 2015, 11:28:23 AM by Gumba Jonny »

Quote
For one I would look into using containers and related stuff for when a projectile explodes.
I think that would be more convenient and thanks for the link