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DoPe^
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« on: September 12, 2010, 09:18:51 AM » |
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like the good old wc3 mod for cs, when you buy this item your footsteps will be silent when you run. would be awesome to get this item back  Helm of Excellence would also be awesome, where you are immune to headshots.
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Necavi
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« Reply #1 on: September 12, 2010, 04:06:34 PM » |
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If one were to make a Helm of Excellence, it would be a good idea to have an internal cooldown of at LEAST one second.
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Ownz
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« Reply #2 on: September 12, 2010, 09:09:21 PM » |
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i dont exactly how to do these functions myself, id need sample code or someone makes it for us
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 DarkEnergy
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Rambomst
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« Reply #3 on: September 13, 2010, 12:45:57 AM » |
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Making silent footsteps is pretty much impossible to do without breaking other things in the process. I found a way to make your footsteps silent but it stopped working for a second after you had jumpedand you couldn't activate triggers etc when you had silent footsteps. I could give you the code if you want.
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DoPe^
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« Reply #4 on: September 13, 2010, 01:44:04 AM » |
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Making silent footsteps is pretty much impossible to do without breaking other things in the process. I found a way to make your footsteps silent but it stopped working for a second after you had jumpedand you couldn't activate triggers etc when you had silent footsteps. I could give you the code if you want.
so it's not possible to like make "sv_footsteps 0" for just the client that has the item? meh 
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Ownz
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« Reply #5 on: September 13, 2010, 07:43:08 AM » |
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or hook sound?
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 DarkEnergy
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stinkyfax
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« Reply #6 on: September 13, 2010, 03:05:39 PM » |
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or hook sound?
Hooking sound works. Though I don't know how difficult it's going to be to find out who is the owner of footstep sound to analyze whether lock it or not. and hooking will fail for people with >150 ms ping.
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Anthony Iacono
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« Reply #7 on: September 13, 2010, 03:59:40 PM » |
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After looking into this, it seems that footstep sounds exist on the client side. However, I have not given up. Maybe you could set sv_footsteps to 0 and manually play footstep sounds to a proper list of clients. This seems like it would be a big enough modification to make it into the core. If there is alot of interest in this, we can try to do some testing on manually handling footstep sounds.
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Ownz
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« Reply #8 on: September 13, 2010, 09:45:39 PM » |
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wow thats gonna be epically intense, u should try the helm first
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 DarkEnergy
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DoPe^
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« Reply #9 on: September 14, 2010, 07:45:06 AM » |
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After looking into this, it seems that footstep sounds exist on the client side. However, I have not given up. Maybe you could set sv_footsteps to 0 and manually play footstep sounds to a proper list of clients. This seems like it would be a big enough modification to make it into the core. If there is alot of interest in this, we can try to do some testing on manually handling footstep sounds.
would be awesome mate
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Ben
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« Reply #10 on: September 14, 2010, 11:46:47 PM » |
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Maybe two other ways:
1. Repeating Timer doing CBasePlayer.m_fFlags 4 2. Isnt there a way to hook player_air ? (i remember in times of eventscripts that extended events used that hook)
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stinkyfax
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« Reply #11 on: September 15, 2010, 11:44:39 AM » |
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Maybe two other ways:
1. Repeating Timer doing CBasePlayer.m_fFlags 4 2. Isnt there a way to hook player_air ? (i remember in times of eventscripts that extended events used that hook)
there is no player_air event, and wtf player_air means? if you want to make people float, this isn't a solution since you're running into way more trouble.
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Ben
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« Reply #12 on: September 15, 2010, 01:01:43 PM » |
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there is no player_air event, and wtf player_air means?
I didnt say that it was an standard event. player_air was fired when a player is in the air (from jumping, falling, etc.). It checked every tick Playerprop CBasePlayer.localdata.m_Local.m_flFallVelocity and CBasePlayer.localdata.m_hGroundEntity ... forget it, crap idea... Anyway, there is no way to hook changes to m_fFlags Thats how you set it: m_Offset=FindSendPropOffs("CBasePlayer","m_fFlags") entvalue=GetEntData(client,m_Offset,4) SetEntData(client, m_Offset, 4, 4, true) manually handling footstep sounds? depending on ground? (grass, metal, wood, etc. ..)
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« Last Edit: September 16, 2010, 02:45:25 PM by Ben »
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zero
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« Reply #13 on: December 31, 2010, 02:14:39 PM » |
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could just block client game sound in a radius instead.
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[Oddity]TeacherCreature
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« Reply #14 on: December 31, 2010, 02:22:45 PM » |
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I belevie their is an off set for this that you can activate pretty easy. The way WCS worked is if you had amulet and press crouch then footstep porperty was removed and if you jumped it was back
It was always a worthless featue hardly anyone purchased anyway lol
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Glider⠠⠵
Global Moderator
Sr. Member
    
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« Reply #15 on: December 31, 2010, 08:33:21 PM » |
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Try messing with any of these?
CBasePlayer::UpdateStepSound(surfacedata_t *,Vector const&,Vector const&) CBasePlayer::PlayStepSound(Vector &,surfacedata_t *,float,bool) CBasePlayer::GetStepSoundVelocities(float *,float *) CBasePlayer::SetStepSoundTime(stepsoundtimes_t,bool)
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qwerty
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« Reply #16 on: January 01, 2011, 12:52:07 AM » |
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the way i'm unerstanding what you're asking, you want an item that allows you to run w/out footsteps?
instead of trying to remove footsteps, why not increase crouch movement speed up to whatever the player's normal running speed is? since crouching produces no sound, it stands to reason that moving faster while crouched wouldn't either. i'm not sure if you can do it, but it has to be alot easier than selectively removing a single player's footsteps.
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[Oddity]TeacherCreature
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« Reply #17 on: January 01, 2011, 08:14:21 AM » |
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I dont think they want to hold a button to use this
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qwerty
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« Reply #18 on: January 01, 2011, 01:41:24 PM » |
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maybe not, but it's gotta be better than nothing at all, right?
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[Oddity]TeacherCreature
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« Reply #19 on: January 01, 2011, 03:08:02 PM » |
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Well personally I would rather have nothing lol even if it worked as intended I always thought it was a waste of an item
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em-eukal
Newbie

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« Reply #20 on: January 01, 2011, 04:51:03 PM » |
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Amulet was the best item and it always would be  I hope u will find a way to get it working...
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qwerty
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« Reply #21 on: January 01, 2011, 05:44:31 PM » |
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the wcs implementation sucked. it basically made you move at crouch speed.
it's an overall useless item, but if people want it then modding crouch speed is the way to go.
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Ben
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« Reply #22 on: January 02, 2011, 02:28:20 AM » |
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Its an awesome feature if you have a race which is hard to see 
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em-eukal
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Posts: 40
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« Reply #23 on: January 02, 2011, 06:03:30 AM » |
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Modding crouch speed is useless. There must be a way to get footsteps silent 
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Hamm
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« Reply #24 on: October 08, 2011, 02:08:36 PM » |
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I noticed in the old cs WAr3ft they did this:
// Amulet of the Cat if ( ITEM_Has( id, ITEM_AMULET ) > ITEM_NONE ) { entity_set_int( id, EV_INT_flTimeStepSound, 999 ); } }
is there a way to alter this coding idea for use in War3:Source?
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