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文♂
2011-09-11 01:19 |
3楼
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public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch)
这位置可增加ADM专属被攻击音效 至于怎样增加 我只能说先学一下sma 【我没有时间帮你】 x1 |
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~幻想恋空~
2011-09-12 18:09 |
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下面是引用 文♂ 于 2011-09-12 17:29 发表的 : 复制程式 if (!g_zombie[id] || g_survivor[id]) { // Replace these sounds for Survivor only if (!is_user_connected(id) || !g_zombie[id]) return FMRES_IGNORED; // Survivor being hit if (equal(sample[7], "bhit", 4)) { if (g_survivor[id]) engfunc(EngFunc_EmitSound, id, channel, survivor_pain[random_num(0, sizeof survivor_pain - 1)], volume, attn, flags, pitch) else engfunc(EngFunc_EmitSound, id, channel, human_pain[random_num(0, sizeof human_pain - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } return FMRES_IGNORED; } 希望能够直接提供正确答案.... x0 |
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文♂
2011-09-12 18:42 |
7楼
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在
复制程式 new const zombie_fall[][] = { "zombie_plague/zombie_fall1.wav" } 复制程式 new const human_pain[][] = { "zombie_plague/zombie_pain1.wav", "zombie_plague/zombie_pain2.wav", "zombie_plague/zombie_pain3.wav", "zombie_plague/zombie_pain4.wav", "zombie_plague/zombie_pain5.wav" } new const survivor_pain[][] = { "zombie_plague/nemesis_pain1.wav", "zombie_plague/nemesis_pain2.wav", "zombie_plague/nemesis_pain3.wav" } new const human_die[][] = { "zombie_plague/zombie_die1.wav", "zombie_plague/zombie_die2.wav", "zombie_plague/zombie_die3.wav", "zombie_plague/zombie_die4.wav", "zombie_plague/zombie_die5.wav" } new const survivor_die[][] = { "zombie_plague/zombie_die1.wav", "zombie_plague/zombie_die2.wav", "zombie_plague/zombie_die3.wav", "zombie_plague/zombie_die4.wav", "zombie_plague/zombie_die5.wav" } 在 复制程式 for (i = 0; i < sizeof zombie_fall; i++) engfunc(EngFunc_PrecacheSound, zombie_fall[i]) 复制程式 for (i = 0; i < sizeof human_pain; i++) engfunc(EngFunc_PrecacheSound, human_pain[i]) for (i = 0; i < sizeof survivor_pain; i++) engfunc(EngFunc_PrecacheSound, survivor_pain[i]) for (i = 0; i < sizeof human_die; i++) engfunc(EngFunc_PrecacheSound, human_die[i]) for (i = 0; i < sizeof survivor_die; i++) engfunc(EngFunc_PrecacheSound, survivor_die[i]) 将 复制程式 public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch) 复制程式 // Emit Sound Forward public fw_EmitSound(id, channel, const sample[], Float:volume, Float:attn, flags, pitch) { // Replace these sounds if (!is_user_connected(id)) return FMRES_IGNORED; if (g_zombie[id]) { // Zombie being hit if (equal(sample[7], "bhit", 4)) { if (g_nemesis[id]) engfunc(EngFunc_EmitSound, id, channel, nemesis_pain[random_num(0, sizeof nemesis_pain - 1)], volume, attn, flags, pitch) else engfunc(EngFunc_EmitSound, id, channel, zombie_pain[random_num(0, sizeof zombie_pain - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } // Zombie attacks with knife if (equal(sample[8], "kni", 3)) { if (equal(sample[14], "sla", 3)) // slash { engfunc(EngFunc_EmitSound, id, channel, zombie_miss_slash[random_num(0, sizeof zombie_miss_slash - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } if (equal(sample[14], "hit", 3)) { if (sample[17] == 'w') // wall { engfunc(EngFunc_EmitSound, id, channel, zombie_miss_wall[random_num(0, sizeof zombie_miss_wall - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } else // hit { engfunc(EngFunc_EmitSound, id, channel, zombie_hit_normal[random_num(0, sizeof zombie_hit_normal - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } } if (equal(sample[14], "sta", 3)) // stab { engfunc(EngFunc_EmitSound, id, channel, zombie_hit_stab[random_num(0, sizeof zombie_hit_stab - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } } // Zombie dies if (equal(sample[7], "die", 3) || equal(sample[7], "dea", 3)) { engfunc(EngFunc_EmitSound, id, channel, zombie_die[random_num(0, sizeof zombie_die - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } // Zombie falls off if (equal(sample[10], "fall", 4)) { engfunc(EngFunc_EmitSound, id, channel, zombie_fall[random_num(0, sizeof zombie_fall - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } } else if (!g_zombie[id]) { // Human being hit if (equal(sample[7], "bhit", 4)) { if (g_survivor[id]) engfunc(EngFunc_EmitSound, id, channel, survivor_pain[random_num(0, sizeof survivor_pain - 1)], volume, attn, flags, pitch) else engfunc(EngFunc_EmitSound, id, channel, human_pain[random_num(0, sizeof human_pain - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } // Human dies if (equal(sample[7], "die", 3) || equal(sample[7], "dea", 3)) { if (g_survivor[id]) engfunc(EngFunc_EmitSound, id, channel, survivor_die[random_num(0, sizeof survivor_die - 1)], volume, attn, flags, pitch) else engfunc(EngFunc_EmitSound, id, channel, human_die[random_num(0, sizeof human_die - 1)], volume, attn, flags, pitch) return FMRES_SUPERCEDE; } } return FMRES_IGNORED; } 应该可以了~~ 要和佳人外出了....有错等我回来帮你 x1 |
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~幻想恋空~
2011-09-12 18:45 |
8楼
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下面是引用 文♂ 于 2011-09-12 18:42 发表的 : 真的很感谢您的帮忙让我学到一些知识 x0 |