By request. This is a generic announce mod that lets you configure it however you like. All the sounds are called dynamically from an ini file that you edit so you can change them as often as you like to whatever flips your switch.
I included a sample uax file so the mod works immediately and will also serve as an example for how to edit the ini file. If you have problems just let me know. It's super simple to make your own sound package to use so go wild with this.
OK, now I fix dinner. Whew.
Read the text file included and it will explain how to use. I annotated some of the source code if you want to learn how to do dynamic stuff like this in your mod. Do what you want with this. It really needs a server test to see if it generates any errors. If it does I'll fix it, I just don't feel like testing. Generic Score Announce {release}
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Re: Generic Score Announce {release}
hi Kelly, thanks for your work !
Personal map database: http://www.ut99maps.net
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Re: Generic Score Announce {release}
Downloading right away... not sure when I'll get to play around with this though.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: Generic Score Announce {release}
Glad to help guys. In the future I'm going to start adding dynamic coding to my mods so they are easily customized. I should have done that with FoodFight, RedeemerMania, and MH2. Availability of deep options would allow a greater flexibility of usage.
If you are reading this and you are interested in applying this method to your work then the way I did the sound loading will also work for things like forcing the level's music to change for things like a victory song at the end of a match(see UTPostalBabes for how I did it there), dynamic texture assignments (PostalBabes again for assigning them whatever skin you wanted), really anything you see or hear in the game can be skinned or re-sounded as many times as you like without forcing actor replacements.
If you are reading this and you are interested in applying this method to your work then the way I did the sound loading will also work for things like forcing the level's music to change for things like a victory song at the end of a match(see UTPostalBabes for how I did it there), dynamic texture assignments (PostalBabes again for assigning them whatever skin you wanted), really anything you see or hear in the game can be skinned or re-sounded as many times as you like without forcing actor replacements.
So long, and thanks for all the fish
Re: Generic Score Announce {release}
Thanks for providing the source code. Because my project SBMutatorFastWarShell works also with dynamic sounds, I had a look how you managed that. But by reviewing your code I stumbled over that:
Won't there be a problem at a server with a high player fluctuation? (Spoken technically: after ArrayCount(Player) players have joined, the array boundary will be exceed by i regardless of current player count.)
Code: Select all
function bool addPawnToList(Pawn P)
{
local int i;
for (i = 0; i < numPawns; i++)
{
if (Player[i] == P)
return False;
}
Player[i] = P;
numPawns++;
return True;
}
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Re: Generic Score Announce {release}
I can see your concern but it's never created a problem that I've seen.
So long, and thanks for all the fish