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Author Topic: Announcer tags in-game (3 messages, Page 1 of 1)
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Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 15, 2011 10:47 PM    Msg. 1 of 3       
I'd like to know how to get announcer tags to play ingame and if it would be possible to get this to work in an sp as seen in firefight


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jan 18, 2011 01:24 AM    Msg. 2 of 3       
I would like to know how to do that myself, I looked in the scripting bible and found this, hope it helps:

(sound_impulse_start ):

plays an impulse sound from the specified source object (or "none"), with the specified scale.

(sound_impulse_stop ):

stops the specified impulse sound.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 18, 2011 02:54 AM    Msg. 3 of 3       
Yeh but u'd have to use the sleep until encounter1 = 9 and stuff like that then double kills and killamanjaro and stuff like that wouldn't work and the scripts would get all stuffed up by sleeping until theres nine people left but u kill two at the same time and theres 8 people left if u know what i mean and the script would miss it and be stuffed. Hard to explain. Well i guess this may be impossible.

Does anybody know the scripts for when u kill another player the announcer says things???

 

 
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