Original von {LSB} Squall69
Das mit dem "first blood" hat nichts mit dem deiner "killingspree" zu tun.
Wen du es wirklich so haben willst dan def. dir eine neue Variabel auf "level" Basis
level.myvar=0;
und dann nimmst du deinen komischen "print & sound" code
if( level.myvar == 0 )
{
iprintln("" + attacker.name + " ^1First Blood!");
attacker iprintlnBold("^1First Blood!");
self playlocalSound("firstblood");
attacker playlocalSound("firstblood");
level.myvar++;
wait (2);
}
so sieht das jetzt aus:
Messages(sMeansOfDeath, attacker)
{
killcount = undefined;
self.pers["kill_spree"] = 0;
level.firstblood=0;
//if(getCvar("spree") == "")
// setCvar("spree", "0");
if(sMeansOfDeath == "MOD_HEAD_SHOT")
{
distance = distance(Attacker.origin , self.origin); //Inches
meters = distance * 0.0254; //Meters
feet = distance / 12; //Feet
if(!isDefined("shm_metric") || getcvar("shm_metric") == "")
setcvar("shm_metric", "meters");
if(getCVar("shm_metric") != "feet")
{
attacker iprintlnBold("^1Head Shot!^7 " + self.name + " ^5eliminiert. Distanz:^3 " + meters + " ^5Meter!"); //Message to attacker
attacker playlocalSound("headshot");//voice message to attacker
self iprintlnBold("^1Head Shot!^7 " + attacker.name + " ^5hat Dich eliminiert. ^5Distanz:^3 " + meters + " ^5 Meter!"); //Message to death person
self playlocalSound("headshot"); //voice message to dead person
iprintln("^1Head Shot!^7 " + attacker.name + " ^5eliminierte^7 " + self.name + "^5. Distanz:^3 " + meters + " ^5Meter!"); //Message to every player
}
wait (2);
}
attacker.pers["kill_spree"]++;//this is ok
killcount = attacker.pers["kill_spree"];
if( level.firstblood == 0 )
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1First Blood!");
attacker iprintlnBold("^1First Blood!");
//playSoundOnPlayers("firstblood");
self playlocalSound("firstblood");
attacker playlocalSound("firstblood");
level.firstblood++;
wait (2);
}
if(killcount == 3)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Killing Spree!");
attacker iprintlnBold("^1Killing Spree!");
//playSoundOnPlayers("killingspree");
self playlocalSound("killingspree");
attacker playlocalSound("killingspree");
wait (2);
}
if(killcount == 4)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Ultra Kill!");
attacker iprintlnBold("^1Ultra Kill!");
//playSoundOnPlayers("ultrakill");
self playlocalSound("ultrakill");
attacker playlocalSound("ultrakill");
wait (2);
}
if(killcount == 5)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Rampage!");
attacker iprintlnBold("^1Rampage!");
//playSoundOnPlayers("rampage");
self playlocalSound("rampage");
attacker playlocalSound("rampage");
wait (2);
}
if(killcount == 6)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Dominating!");
attacker iprintlnBold("^1Dominating!");
//playSoundOnPlayers("dominating");
self playlocalSound("dominating");
attacker playlocalSound("dominating");
wait (2);
}
if(killcount == 7)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Monster Kill!");
attacker iprintlnBold("^1Monster Kill!");
//playSoundOnPlayers("monsterkill");
self playlocalSound("monsterkill");
attacker playlocalSound("monsterkill");
wait (2);
}
if(killcount ==
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Holy Shit!");
attacker iprintlnBold("^1Holy Shit!");
//playSoundOnPlayers("holyshit");
self playlocalSound("holyshit");
attacker playlocalSound("holyshit");
wait (2);
}
if(killcount == 9)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Slaughter!");
attacker iprintlnBold("^1Slaughter!");
//playSoundOnPlayers("slaughter");
self playlocalSound("slaughter");
attacker playlocalSound("slaughter");
wait (2);
}
if(killcount == 10)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Unstopable!");
attacker iprintlnBold("^1Unstopable!");
//playSoundOnPlayers("unstoppable");
self playlocalSound("unstoppable");
attacker playlocalSound("unstoppable");
wait (2);
}
if(killcount >= 11)
{
//iprintln(killcount);
iprintln("" + attacker.name + " ^1Godlike!");
attacker iprintlnBold("^1Godlike!");
//playSoundOnPlayers("godlike");
self playlocalSound("godlike");
attacker playlocalSound("godlike");
wait (2);
}
}
playSoundOnPlayers(sound, team)
{
players = getentarray("player", "classname");
if(level.splitscreen)
{
if(isdefined(players[0]))
players[0] playLocalSound(sound);
}
else
{
if(isdefined(team))
{
for(i = 0; i < players.size; i++)
{
if((isdefined(players[i].pers["team"])) && (players[i].pers["team"] == team))
players[i] playLocalSound(sound);
}
}
else
{
for(i = 0; i < players.size; i++)
players[i] playLocalSound(sound);
}
}
}
sind deine bemühungen richtig umgesetzt???
nur 1 problem, der firstblood sound kommt bei JEDEM kill, nicht nur beim allerersten...
PS: level.myvar geändert in level.firstblood