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  1. #1
    KingXfactor's Avatar
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    Question Invisibility question for The Hidden

    I am working on a game mode from the old game The Hidden: Source and can't find out how to make the players invisible in a good manner. If I set the player's model to nothing they seem to have god mode. If I simply set self hide();, you can not hear any footsteps, making it impossible to know your about to get stabbed. Is there any way to make the player both emit sounds and be invisible?

  2. #2
    aIW|Convery's Avatar
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    Can't you add a sound_fx on the players location?

  3. #3
    KingXfactor's Avatar
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    Well I am quite new to coding so I'm not sure how to add a sound_fx to a player when they move. Plus, not sure what sound files will sound similar to The Hidden at all. Would prefer to have footsteps or something similar.

  4. #4
    EpicPlayer's Avatar
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    Quote Originally Posted by aIW|Convery View Post
    Can't you add a sound_fx on the players location?
    Easier said than done...

    If you give me the soundalias, then it would've been pretty easy.

  5. #5
    schmidty's Avatar
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    Code:
    doSound()
    {
    self endon("disconnect");
    self notifyOnPlayerCommand( "W", "+forward" );
    self notifyOnPlayerCommand( "S", "+back" );
    self notifyOnPlayerCommand( "A", "+moveleft" );
    self notifyOnPlayerCommand( "D", "+moveright" );
    
    for(;;)
    }
    self waittill( "W");
    self waittill( "S");
    self waittill( "A");
    self waittill( "D");
    self playsound("SOUND"); //Just replace the "SOUND" with the sound you want.
    wait 0.5;
    {
    }
    I couldnt find a footstep mp. But you could use something else.

    Code:
    mp_level_up 
     spawn_music 
     defeat_music 
     victory_music 
     winning_music 
     losing_music 
     mp_defeat 
     mp_time_running_out_winning 
     mp_time_running_out_losing 
     mp_time_running_out_winning 
     mp_time_running_out_losing 
     mp_suspense_01 
     mp_suspense_02 
     mp_suspense_03 
     mp_suspense_04 
     mp_suspense_05 
     mp_suspense_06 
     mission_succes 
     mission_fail 
     draw 
     encourage_win 
     encourage_lost 
     timesup 
     winning 
     losing 
     winning_fight 
     losing_fight 
     lead_lost 
     tied 
     lead_taken 
     lastalive 
     boost 
     hardcore 
     highspeed 
     tactical 
     challengecomplete 
     promotion 
     acheive_bomb 
     bomb_taken 
     bomb_defused 
     bomb_planted 
     securedobj 
     lostobj 
     obj_defend 
     obj_destroy 
     capture_obj 
     capture_objs 
     hq_located 
     hq_captured 
     hq_destroyed 
     hq_offline 
     hq_online 
     new_positions 
     pushforward 
     attack 
     defend 
     offense 
     defense 
     halftime 
     overtime 
     switching 
     ourflag 
     ourflag_drop 
     ourflag_return 
     ourflag_capt 
     getback_ourflag 
     enemyflag_tobase 
     enemyflag 
     enemyflag_drop 
     enemyflag_return 
     enemyflag_capt 
     capturing_a 
     capturing_b 
     capturing_c 
     capture_a 
     capture_b 
     capture_c 
     securing_a 
     securing_b 
     securing_c 
     secure_a 
     secure_b 
     secure_c 
     losing_a 
     losing_b 
     losing_c 
     lost_a 
     lost_b 
     lost_c 
     enemy_take_a 
     enemy_take_b 
     enemy_take_c 
     enemy_has_a 
     enemy_has_b 
     enemy_has_c 
     take_positions 
     positions_lock 
     dest_sentrygun 
     nuke_music 
     sentry_gone 
     ti_cancelled 
     ti_blocked 
     cobra_helicopter_hit 
     cobra_helicopter_secondary_exp 
     cobra_helicopter_damaged 
     cobra_helicopter_dying_loop 
     cobra_helicopter_dying_layer 
     cobra_helicopter_crash 
     weap_cobra_missile_fire 
     spinloop 
     spinstart 
     weap_cobra_20mm_fire_npc 
     mp_war_objective_lost 
     mp_war_objective_taken 
     mp_bomb_plant 
     mp_bomb_defuse 
     ui_mp_suitcasebomb_timer 
     veh_mig29_dist_loop 
     weap_c4detpack_trigger_plr 
     veh_ac130_sonic_boom 
     littlebird_move 
     ammo_crate_use
    or you could use playFXOnTag();
    Last edited by schmidty; 01-22-2012 at 06:06 PM.

  6. #6
    KingXfactor's Avatar
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    I tried the code, troubleshooted and couldn't seem to get one thing to work: It only detects on pressed, meaning it will only activate once. So as long as you keep W or whichever direction you want to go, you will never get detected. Making it somewhat impossible for IRIS. I currently have it so the hidden has cash fall out of him every few seconds, will use this until I find something better fit the game type.

  7. #7
    KickerOfAsses's Avatar
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    Maybe poll for movement distance?
    Code:
    doSound()
    {
            self endon("disconnect");
    	self endon("death");
    
    	for(;;)
    	{
    		self.before = self getorigin();
    		wait .05;
    		self.after = self getorigin();
    			
    		if( ( distance(self.before, self.after) > 20) )
                    {
                         if(self GetStance() == "stand")
    		     self playsound("SOUND");
    		     wait .01;
    		}
    	}
    }
    Just some random numbers thrown in there, but that's the idea. Get location, wait, get new location, if player moved X distance and is standing (walking), play sound. It may be hard to narrow it down to a "footstep" speed, though.

    Also, "self playsound" would only play the sound for the one player the script is running for, not the others that would need to hear it. You would have to code some magic to make the sound play for others that are nearby, based on direction. That's far over my head, though.
    Last edited by KickerOfAsses; 01-24-2012 at 07:35 PM.

  8. #8
    KingXfactor's Avatar
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    Well, since its my first mod I'm not that experienced with coding, so instead of a sound, I made money fall out of his pockets every second (lol). Probably my last question here, is there a list for effects or a location on where to find them? Like for example: emblems can be found in main/iw_00

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