Garry's Mod
TFA-VOX Extra Callouts - Damage Types
 Questa discussione è stata messa in evidenza. Probabilmente è importante.
Integrating these features into VOX Packs
This will be a short preview of the features and how to implement them.

This table features all the functions included in the addon:

['incapacitation'] = { ['crshdamage'] = { // Player takes crushing damage (physics impacts) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "crshdamage", { snd1, snd2, snd3 } ) }, ['cutdamage'] = { // Player takes slash damage (antlions, zombies, sharp melee) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "cutdamage", { snd1, snd2, snd3 } ) }, ['falldamage'] = { // Player takes fall damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "falldamage", { snd1, snd2, snd3 } ) }, ['blstdamage'] = { // Player takes explosive damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "blstdamage", { snd1, snd2, snd3 } ) }, ['blntdamage'] = { // Player takes blunt damage (crowbar, stunstick) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "blntdamage", { snd1, snd2, snd3 } ) }, ['shkdamage'] = { // Player takes shock damage (rollermine) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "shkdamage", { snd1, snd2, snd3 } ) }, ['sncdamage'] = { // Player takes sonic damage (houndeyes) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "sncdamage", { snd1, snd2, snd3} ) }, ['lsrdamage'] = { // Player takes laser damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "lsrdamage", { snd1, snd2, snd3 } ) }, ['drwndamage'] = { // Player takes drowning damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "drwndamage", { snd1, snd2, snd3 } ) }, ['neurodamage'] = { // Player takes neurotoxin damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "neurodamage", { snd1, snd2, snd3} ) }, ['psndamage'] = { // Player takes poison damage (poison headcrabs) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "psndamage", { snd1, snd2, snd3 } ) }, ['raddamage'] = { // Player takes radiation damage ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "raddamage", { snd1, snd2, snd3 } ) }, ['acddamage'] = { // Player takes acid damage (antlion workers) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "acddamage", { snd1, snd2, snd3 } ) }, ['dslvdamage'] = { // Player takes dissolve damage (AR2 orbs) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "dslvdamage", { snd1, snd2, snd3 } ) }, ['snprdamage'] = { // Player takes sniper damage (Combine sniper, sniperpenetratedround) ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "snprdamage", { snd1, snd2, snd3 } ) } },

Due to dodgy behavior when it comes to taking fire damage, the fire damage callout should use the old method instead. Place this code at the bottom of the file.

sound.Add( { name = "Name.PlayerIncDamage", channel = CHAN_AUTO, volume = 1, level = SNDLVL_TALKING, pitch = PITCH_NORM, sound = { snd1, snd2, snd3 } } )

Replace Name with whatever.
Ultima modifica da Sergeant Pan; 9 gen, ore 14:30