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New taunts


Garik Loran

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I often wanted some new taunts for the character, because I think repeating one sentence is boring.

So I added some lines to the code that plays 3 different taunts, one each time you use the taunt command.

I don't know if somebodey is interested in this, it was just a try, but it works fine.

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Ok. Here's what I changed.

 

In the cg_event.c under

/*

==============

CG_EntityEvent

 

An entity has an event value

also called by CG_CheckPlayerstateEvents

==============

*/

 

add

 

"static int tauntcounter = 0;"

 

change the case EV_TAUNT:... to

"

DEBUGNAME("EV_TAUNT");

tauntcounter++;

switch (tauntcounter) {

case 1:

trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt1.wav" ) );

break;

case 2:

trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt2.wav" ) );

break;

default:

trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );

tauntcounter = 0;

break;

} break;

"

then open the cg_players.c and add

 

"*taunt1.wav",

"*taunt2.wav"

to char *cg_customSoundNames[MAX_CUSTOM_SOUNDS].

Now you just have to add a taunt1.mp3 and a taunt2.mp3 to your player sounds from assets1 and you have different taunts ingame.

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