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Topic: Quickmessage Menu |
| .KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Dec. 19, 2007 08:57 am |
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make sure u still have the
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,lod_min,lod_max,channel,type,probability,loop,masterslave,loadspec,subtitle
line above your rows
open csv's in excel, its easier to understand that way |
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Category: CoDUO Mapping Posted: Friday, Dec. 21, 2007 05:35 pm |
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Okey the cvs file seems to be working now. I removed the original comments. ![[ohwell]](images/BBCode/smilies/ohwell.gif)
Thanks for your help
Grtz Hydra |
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Category: CoDUO Mapping Posted: Monday, Dec. 24, 2007 10:34 pm |
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Here I am again...
This may sound a bit stupid, but I got stuck again.
It's now in the vsay part.
I changed the _team.gsc (this is the only file till now I have seen which contain code for the quickmessages)
I've added a new function (I took the others as example)
Code: taunts(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;<br />
<br />
if(self.pers["team"] == "allies")
{
switch(game["allies"])
{
case "american":
switch(response)
{
case "1":
soundalias = "ge_need_arty_support";
saytext = &"TAUNTS_OMG";
// "OH MY GOD!!!!"
break;<br />
<br />
case "2":
soundalias = "american_taunts_omglucker";
saytext = &"TAUNTS_OMGLUCKER";
// "OMG LUCKER!!!!"
break;<br />
<br />
case "3":
soundalias = "american_taunts_die";
saytext = &"TAUNTS_DIE";
// "DIE!"
break;<br />
<br />
case "4":
soundalias = "american_taunts_owniepony";
saytext = &"TAUNTS_OWNED";
// "// Ownie Pony //"
break;<br />
<br />
/*
This will be used if more taunts are added.<br />
<br />
case "5":
soundalias = "american_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;<br />
<br />
case "6":
soundalias = "american_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;<br />
<br />
case "7":
soundalias = "us_smokeout";
saytext = &"GMI_QUICKMESSAGE_SMOKE_OUT";
break;
case "8":
soundalias = "us_spotted";
saytext = &"GMI_QUICKMESSAGE_ENEMY_SPOTTED_AHEAD";
break;
case "9":
soundalias = "us_behind";
saytext = &"GMI_QUICKMESSAGE_ENEMY_BEHIND";
break;
*/
default:
return;
}
break;<br />
<br />
case "british":
switch(response)
{
case "1":
soundalias = "british_taunts_omg";
saytext = &"TAUNTS_OMG";
// "OH MY GOD!!!!"
break;<br />
<br />
case "2":
soundalias = "british_taunts_omglucker";
saytext = &"TAUNTS_OMGLUCKER";
// "OMG LUCKER!!!!"
break;<br />
<br />
case "3":
soundalias = "british_taunts_die";
saytext = &"TAUNTS_DIE";
// "DIE!"
break;<br />
<br />
case "4":
soundalias = "british_taunts_owniepony";
saytext = &"TAUNTS_OWNED";
// "// Ownie Pony //"
break;<br />
<br />
/*
This will be used if more taunts are added.<br />
<br />
case "5":
soundalias = "british_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;<br />
<br />
case "6":
soundalias = "british_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;<br />
<br />
case "7":
soundalias = "uk_smokeout";
saytext = &"GMI_QUICKMESSAGE_SMOKE_OUT";
break;
case "8":
soundalias = "uk_spotted";
saytext = &"GMI_QUICKMESSAGE_ENEMY_SPOTTED_AHEAD";
break;
case "9":
soundalias = "uk_behind";
saytext = &"GMI_QUICKMESSAGE_ENEMY_BEHIND";
break;
*/
default:
return;
}
break;<br />
<br />
case "russian":
switch(response)
{
case "1":
soundalias = "russian_taunts_omg";
saytext = &"TAUNTS_OMG";
// "OH MY GOD!!!!"
break;<br />
<br />
case "2":
soundalias = "russian_taunts_omglucker";
saytext = &"TAUNTS_OMGLUCKER";
// "OMG LUCKER!!!!"
break;<br />
<br />
case "3":
soundalias = "russian_taunts_die";
saytext = &"TAUNTS_DIE";
// "DIE!"
break;<br />
<br />
case "4":
soundalias = "russian_taunts_owniepony";
saytext = &"TAUNTS_OWNED";
// "// Ownie Pony //"
break;<br />
<br />
/*
This will be used if more taunts are added.<br />
<br />
case "5":
soundalias = "russian_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;<br />
<br />
case "6":
soundalias = "russian_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;<br />
<br />
case "7":
soundalias = "ru_smokeout";
saytext = &"GMI_QUICKMESSAGE_SMOKE_OUT";
break;
case "8":
soundalias = "ru_spotted";
saytext = &"GMI_QUICKMESSAGE_ENEMY_SPOTTED_AHEAD";
break;
case "9":
soundalias = "ru_behind";
saytext = &"GMI_QUICKMESSAGE_ENEMY_BEHIND";
break;
*/
default:
return;
}
break;
}
}
else if(self.pers["team"] == "axis")
{
switch(game["axis"])
{
case "german":
switch(response)
{
case "1":
soundalias = "german_taunts_omg";
saytext = &"TAUNTS_OMG";
// "OH MY GOD!!!!"
break;<br />
<br />
case "2":
soundalias = "german_taunts_omglucker";
saytext = &"TAUNTS_OMGLUCKER";
// "OMG LUCKER!!!!"
break;<br />
<br />
case "3":
soundalias = "german_taunts_die";
saytext = &"TAUNTS_DIE";
// "DIE!"
break;<br />
<br />
case "4":
soundalias = "german_taunts_owniepony";
saytext = &"TAUNTS_OWNED";
// "// Ownie Pony //"
break;<br />
<br />
/*
This will be used if more taunts are added.<br />
<br />
case "5":
soundalias = "german_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;<br />
<br />
case "6":
soundalias = "german_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;<br />
<br />
case "7":
soundalias = "ge_smokeout";
saytext = &"GMI_QUICKMESSAGE_SMOKE_OUT";
break;
case "8":
soundalias = "ge_spotted";
saytext = &"GMI_QUICKMESSAGE_ENEMY_SPOTTED_AHEAD";
break;
case "9":
soundalias = "ge_behind";
saytext = &"GMI_QUICKMESSAGE_ENEMY_BEHIND";
break;
*/
default:
return;
}
break;
}
}<br />
<br />
self.spamdelay = true;<br />
<br />
self saveHeadIcon();
self doQuickMessage(soundalias, saytext);<br />
<br />
wait 2;
self.spamdelay = undefined;<br />
<br />
self restoreHeadIcon();
}
Code: vsay_talk()
{
// only play if alive and not a spectator
if ( isAlive(self) && self.sessionstate != "spectator" )
{
numbers = [];
numbers[0] = "";
index = 0;
// turn the string into an array
for ( i = 0;i < self.vsay.size ; i++)
{
if ( self.vsay[i] == " ")
{
index++;
numbers[index] = "";
continue;
}
numbers[index] += self.vsay[i];
}
count = numbers.size;
// drop any extra odd numbers (should be an even amount
if ( count % 2 )
{
count--;
}
// dont allow an invalid count
if ( count <= 0 )
return;
menu = numbers[0];
say = numbers[1];
switch ( menu )
{
case "1":
self thread quickcommands(say);
break;
case "2":
self thread quickstatements(say);
break;
case "3":
self thread quickresponses(say);
break;
case "4":
self thread quickrequests(say);
break;
case "5":
self thread quickvehicles(say);
break;
case "6":
self thread taunts(say);
break;
}
}
// clear the vsay
self.vsay = undefined;
self.vsay_index = 0;
self.vsay_time = 0;
}
It doesn't seem to call the "taunts" function. Is there an other file I should use?
grtz Hydra |
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| .KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Dec. 25, 2007 12:47 pm |
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theres a section in the gametype scripts at the bottom on the playerconnect part like this
Code:
else if(menu == game["menu_quickcommands"])
maps\mp\gametypes\_teams::quickcommands(response);
else if(menu == game["menu_quickstatements"])
maps\mp\gametypes\_teams::quickstatements(response);
else if(menu == game["menu_quickresponses"])
maps\mp\gametypes\_teams::quickresponses(response);
else if(menu == game["menu_quickvehicles"])
maps\mp\gametypes\_teams::quickvehicles(response);
else if(menu == game["menu_quickrequests"])
maps\mp\gametypes\_teams::quickrequests(response);
add yours... somthin like this
Code:
else if(menu == game["menu_quicktaunts"])
maps\mp\gametypes\_teams::taunts(response);
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| s4ntiago |
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General Member Since: Dec 18, 2006 Posts: 151 Last: Feb 10, 2011 [view latest posts] |
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Category: CoDUO Mapping Posted: Saturday, Mar. 1, 2008 07:11 am |
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I have everything working except when I call the quickchat and it does the sound it prints out this on the screen:
QUICKMESSAGE_SMOKIN
Here is the code.
Code: soundalias = "american_smokin";
saytext = &"QUICKMESSAGE_SMOKIN";
//saytext = "Smokin!";
break;
Since some of the quickmessage saytexts were like this, I tried it like this.
Code: soundalias = "american_smokin";
saytext = &"GMI_QUICKMESSAGE_SMOKIN";
//saytext = "Smokin!";
break;
It came out like this: GMI_QUICKMESSAGE_SMOKIN
So I decided to try replacing that line with just "Smokin!" and when I did that and called upon the message it prints out nothing.
I'm kinda confused here. Anyone have ideas? |
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| s4ntiago |
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General Member Since: Dec 18, 2006 Posts: 151 Last: Feb 10, 2011 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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