Basically im randomizing player characters and i am having problems with (i belive) the awareness quotes: Located in dlc3_code.gsc function: player_zombie_awareness() The problem is that sometimes (happens more in coop) Depsey quote will play,talking to other character even the player (the host) is another type of richtofen example: Host is richtofen, when there are enough zombies, awareness quote plays, but its dempsey (usually saying that richtofen should join the party, witch IMO is kinda funny) I found a solution for power's out quotes and maybe it will work for the awareness quotes too, but i would like the community help for this one
Depends on how you randomized the players prob. In the soundaliases every player has a nr. 0 = dempsey, 1 = nikolai etc ( example not sure wich nr is wich plr ), normally player 0 ( host ) will always be dempsey and the soundalias will be "quote_to_play_ + number" In the scripts it will get the player-index ( number ), and get the matching quote that way. You'll have to make it so it wont get the player index, but make it get the number related to the player-model for exmple.
Hope it makes sense, allthough it not a solution it should point you in the right direction. If you cant figur it out then show us how you did the random players, and prob someone will be able to help
I'm not sure it has anything to do with the randomization, if your using my script to randomize. It changes then entitiy_num in order to set the player model, and the entity_num is how it gets its index for the quote. If it were only the first time you played, that I posted a fix for that.
I'm wondering? By default Dempsey is always in the game, so this would have never been a seen issue before. Maybe some quotes from some players are Dempsey saying things...? Have you checked the possible player quotes, and see if one of Richtofen's is Dempsey saying stuff? Does anyone know, I'm not at pc with tools to check... If that were the case, picking a quote you like and overwriting the converted quote you don't (back up first of course) could be an easy fix.
Last Edit: July 21, 2016, 12:28:14 pm by MakeCents
I'm not sure it has anything to do with the randomization, if your using my script to randomize. It changes then entitiy_num in order to set the player model, and the entity_num is how it gets its index for the quote. If it were only the first time you played, that I posted a fix for that.
I'm wondering? By default Dempsey is always in the game, so this would have never been a seen issue before. Maybe some quotes from some players are Dempsey saying things...? Have you checked the possible player quotes, and see if one of Richtofen's is Dempsey saying stuff? Does anyone know, I'm not at pc with tools to check... If that were the case, picking a quote you like and overwriting the converted quote you don't (back up first of course) could be an easy fix.
Im using your script to randomize characters,yes and ive used your fix for the power quotes, i dont exactly undestand what you were saying but what im saying that while playing coop with for example richtofen,dempsey quotes will play(if i am host) and i am not talking about ALL quotes in fact the quotes work, i mean quotes that should play only when a specific character is surrounded or stuff like that.
Im using your script to randomize characters,yes and ive used your fix for the power quotes, i dont exactly undestand what you were saying but what im saying that while playing coop with for example richtofen,dempsey quotes will play(if i am host) and i am not talking about ALL quotes in fact the quotes work, i mean quotes that should play only when a specific character is surrounded or stuff like that.
I'm saying that by default, players don't randomize, and each players quotes were designed that Dempsey would always be in the game, and so on..., so maybe some of the other players quotes, are Dempsey talking to them, or other players talking to them? Its just a thought.
Edit: It's easy to check I would assume by looking in the sounds folder and playing there quotes?
Last Edit: July 21, 2016, 01:12:13 pm by MakeCents
I'm saying that by default, players don't randomize, and each players quotes were designed that Dempsey would always be in the game, and so on..., so maybe some of the other players quotes, are Dempsey talking to them, or other players talking to them? Its just a thought.
Edit: It's easy to check I would assume by looking in the sounds folder and playing there quotes?
Oh ok yeah i got it, yes its dempsey talking to the character that you are currently playing, while playing as richtofen in my map (as usual in coop) usually depsey is mocking richtofen and his undead army.
Oh ok yeah i got it, yes its dempsey talking to the character that you are currently playing, while playing as richtofen in my map (as usual in coop) usually depsey is mocking richtofen and his undead army.
Right, so if you verify that one of Richtofen's quotes are in fact Dempsey talking smack, replace it...?
Edit: Or find the sound alias and change what file it points to (back up file of course)
Last Edit: July 21, 2016, 01:18:56 pm by MakeCents
Ill check that if it that wasnt the case could you help me fix that?
If that isn't the case, I'm not sure what else it would be, since it works all the time, except for those instances and seems consistent.
If it is, I would just edit the csv probably. If you use sublime text 2 you can search the folder for the quote to find the csv it is in, and then try that.
Last Edit: July 21, 2016, 01:49:40 pm by MakeCents
If that isn't the case, I'm not sure what else it would be, since it works all the time, except for those instances and seems consistent.
If it is, I would just edit the csv probably. If you use sublime text 2 you can search the folder for the quote to find the csv it is in, and then try that.
OK so, the quotes are indeed from depsey (plr0) but still play when host is someone else! The quotes are "oh_shit_##.wav" the most common is the "oh_shit_16.wav" and are located in localized_englishiwd06.iwd I relly hope theres a better fix than just remove the quotes. This is what i belive calls the quotes:
index = maps\_zombiemode_weapons::get_player_index(self); iprintln(index, " index of player");//add this line to see
if you add a print after that and it is not printing the correct number, then we can address why. If it is printing the right number, and not 0, then we have to look more.
Since there is a while loop here I question if this function is called once or more times. I assume just once? If so, then we need to add a wait here, 6 seconds would be fine, before the while loop, should do it. This will insure that everything runs and is set up before it gets the index.
Code Snippet
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wait(6); index = maps\_zombiemode_weapons::get_player_index(self); iprintln(index, " index of player");//add this line to see
Edit: If that wait fixes it, I'll add it to the tut then.
Edit: You could also simply move the index line to before it needs that var, so it gets it when it needs it.
index = maps\_zombiemode_weapons::get_player_index(self); iprintln(index, " index of player");//add this line to see
if you add a print after that and it is not printing the correct number, then we can address why. If it is printing the right number, and not 0, then we have to look more.
Since there is a while loop here I question if this function is called once or more times. I assume just once? If so, then we need to add a wait here, 6 seconds would be fine, before the while loop, should do it. This will insure that everything runs and is set up before it gets the index.
Code Snippet
Plaintext
wait(6); index = maps\_zombiemode_weapons::get_player_index(self); iprintln(index, " index of player");//add this line to see
Edit: If that wait fixes it, I'll add it to the tut then.
Edit: You could also simply move the index line to before it needs that var, so it gets it when it needs it.
dist = 200; switch(zombs[i].zombie_move_speed) { case "walk": dist = 200;break; case "run": dist = 250; break; case "sprint": dist = 275;break; } if(distance2d(zombs[i].origin,self.origin) < dist) { yaw = self animscripts\utility::GetYawToSpot(zombs[i].origin ); //check to see if he's actually behind the player if(yaw < -95 || yaw > 95) { zombs[i] playsound ("behind_vocals"); } } } } if(players.size > 1) { //Plays 'teamwork' style dialog if there are more than 1 player... close_zombs = 0; for(i=0;i<zombs.size;i++) { if(DistanceSquared(zombs[i].origin, self.origin) < 250 * 250) { close_zombs ++; } } if(close_zombs > 4) { if(randomintrange(0,20) < 5) { index = maps\_zombiemode_weapons::get_player_index(self);//moved here plr = "plr_" + index + "_"; self thread create_and_play_dialog( plr, "vox_oh_shit", .25, "resp_ohshit" ); } } } } }
^commented out the index line and then look for "//moved here"
Ok,so adding the print without the wait gave me a 0 while being takeo on the first startup, then ive restarted level a bunch of time and it always gave the right number, then ive added the wait and never gave the wrong number, ill do a coop test ASAP an let you know if the wait is enough.
Ok,so adding the print without the wait gave me a 0 while being takeo on the first startup, then ive restarted level a bunch of time and it always gave the right number, then ive added the wait and never gave the wrong number, ill do a coop test ASAP an let you know if the wait is enough.
Sounds about right. It was the same issue that the power quotes had. I'll add that to the tut then. Thanks for pointing this issue out. If that wait is an issue, then you can just move the line down before it needs the index var then.
Last Edit: July 21, 2016, 03:57:59 pm by MakeCents
Sounds about right. It was the same issue that the power quotes had. I'll add that to the tut then. Thanks for pointing this issue out. If that wait is an issue, then you can just move the line down before it needs the index var then.
Ok so,while playing solo ive heard dempsey again (was richtofen and the print gave me 3 as index) But this time it seems it was a different response, ill look trough the files again and let you know...