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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Quickmessage Menu
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Wednesday, Dec. 19, 2007 08:57 am
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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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Wednesday, Dec. 19, 2007 09:39 am
The line is still there and I don't see any errors in the code I've added. I didn't change the original, but still that error pops up everytime I start the game with the mod. If you want I can send the mod itself (here? or on Xfire). I don't got the original sounds yet only some of the game itself to test. They got the name as they should be.

Btw I always open it in Excel, but it keeps the "," for some reason.
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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Friday, Dec. 21, 2007 05:35 pm
Okey the cvs file seems to be working now. I removed the original comments. [ohwell]
Thanks for your help

Grtz Hydra
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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Monday, Dec. 24, 2007 10:34 pm
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.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Dec. 25, 2007 12:47 pm
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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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Tuesday, Dec. 25, 2007 01:33 pm
And it's working. Thanks a lot :)
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s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 07:11 am
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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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 10:31 am
Did you precache the strings?

If not you can do so in the "_team.gsc"

For example:
precacheString &"GMI_QUICKMESSAGE_SMOKING");

You must do this in the precache() function (should be the second function in the "_teams.gsc". If you didn't add more functions at the start)
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s4ntiago
General Member
Since: Dec 18, 2006
Posts: 151
Last: Feb 10, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 11:00 am
I precached it and I'm still coming up with the same results.
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Hydra
General Member
Since: Dec 16, 2007
Posts: 20
Last: Mar 1, 2008
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Saturday, Mar. 1, 2008 11:30 am
and the .str file you added the text this way:
REFERENCE QUICKMESSAGE_SMOKIN
LANG_ENGLISH "Smokin!."

Else I can't think of the problem...
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