Alright, so I've done a little digging and found this function in the source code:
https://github.com/yvt/openspades/blob/ ... te.cpp#L70
This function sends the client neccesary data to perform various UI goodness regarding sounds and hit indicator.
Question is, how would I play a hitsound on a succesful enemy hit? Is it even possible to "use" this function without recompiling OpenSpades?
[QUESTION] Adding a hitsound like in Quake 3 Arena/TF2?
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Release, download, and praise or criticize completed modifications. For installation and creation help, please visit the OpenSpades general discussion forum.
Release, download, and praise or criticize completed modifications. For installation and creation help, please visit the OpenSpades general discussion forum.
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Crystalwarrior
Deuce - Posts: 1
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FoobyDude
3 Years of Ace of Spades
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Crystalwarrior wrote:Alright, so I've done a little digging and found this function in the source code:I'm no coding genius, but I bet you could have it act as an add-on. If the hit "marker" shows up, it plays a sound from the add-on.
https://github.com/yvt/openspades/blob/ ... te.cpp#L70
This function sends the client neccesary data to perform various UI goodness regarding sounds and hit indicator.
Question is, how would I play a hitsound on a succesful enemy hit? Is it even possible to "use" this function without recompiling OpenSpades?
You'd just have to figure out how they display the hit marker upon hits and attach your code in that area, It would be relatively a copy paste job with some adjustments, along side a .png file saying you hit; a sound playing letting your ears know too.
(Don't take my word for it, I don't know how this stuff works entirely)
It'd be funny if it could randomize/cycle through different hit sounds.
clik for lel:
Spoiler:
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Chameleon
Modder
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You have to rebuild the full source code.
Have you always wanted a sound tinnitus effect in AoS?
No?
Anyway, here it is for OpenSpades!
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