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Posts posted by Tardis
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How do you get the g_silentac working - any readme files on how to use this wold be good - Thanks
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so is this way avliable now or do I need a .lua script ?
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so can add custom pk3 and the names need to be like this ? ~ what is the total of revives that can be done ?
sound/announces/revive3.wav
sound/announces/revive6.wav
sound/announces/revive9.wav
sound/announces/revive12.wav
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Uh, sorry. Indeed there isn't sound support for revive sprees. This can be added, it's no problem but for the next release. For the mean while you may want to consider using kspree.lua only for the revive sprees if you need them but you are content with other ones. Btw, 25 revive spree is really good. Seems like a nice server.
Ok thanks.. so how do you use the kspree.lua ~ eg were is is installed ect ~ how do I make one so the custom sounds works
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Killing Spree
sound/announces/spree5.wav
Rampage
sound/announces/spree10.wav
Dominating
sound/announces/spree15.wav
Unstoppable
sound/announces/spree20.wav
Godlike
sound/announces/spree25.wav
Wicked Sick
sound/announces/spree30.wav
Double Kill
sound/announces/doublekill.wav
Triple Kill
sound/announces/triplekill.wav
Multi Kill
sound/announces/multikill.wav
Ultra Kill
sound/announces/ultrakill.wav
Monster Kill
sound/announces/monsterkill.wav
First Blood
sound/silent/firstblood.wav
Yes that is working BUT what the Defauts for Revive Announcement's ???????????
same as this post ?? http://mygamingtalk.com/forums/topic/943-revive-sprees/
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does set g_settings "" work ? ? or were can you put in custom revive sounds eg..
//silent.cfg
set g_settings "revive.cfg"
//revive.cfg
[revive]
number = 5
message = [n] ^7is on a revive spree! (^15^7 revives)
position = chat
display = all
sound = sound/misc/Livelongandprosper.wav
play = all
[revive]
number = 10
message = [n] ^7is on a revive spree! (^110^7 revives)
position = chat
display = all
sound = sound/misc/doc.wav
play = all
[revive]
number = 15
message = [n] ^7is on a revive spree! (^115^7 revives)
position = chat
display = all
sound = sound/misc/rainyday.wav
play = all
[revive]
number = 20
message = [n] ^7is on a revive spree! (^120^7 revives)
position = chat
display = all
sound = sound/misc/halleluj.wav
play = all
[revive]
number = 25
message = [n] ^7is on a revive spree! (^125^7 revives)
position = chat
display = all
sound = sound/misc/ThisManIsAGenius.wav
play = all
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i've sent a note to gaoesa already about this. id's 50 through 80 are unused, so if you could start at 50 that would be great. max weapon id is 128. we really didn't anticipate as many mods / weapons as there are, so management of the id's is not something that we have been good at.
Since Crapshot is the main Dev for Omin-bot I would say please use the ID's of 50 through to 80 this would help the Omin-bot team and bot support for silEnT
Thanks
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Ah indeed i see the problem now ~ I forgot how flexable the trip mines are , there are well cool and funny I like them
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Hi I have noticed when a enginer lays/plants a Trip mine the other team can see them ..
Is this ment to be like this ? ~ I think it would be better to see trip mines only when you have full battle sence
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Hi ,
Can I have a full list of the wepon(s) ID numbers please
See ~ http://www.omni-bot.com/forum/showthread.php?3065-silEnT
Thanks
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Hello,
We have added you to the group. You can download it. We would like to see some extensive testing done with .82 alpha build of omnis and 0.4.0 silent.
Thank you!
Thank you - It is now on Harry Test Server if you would like the Password ask Johndory - I will be testing local with the 0.82 bots - Does Crapshot from the Omin-Bot Team have a copy ?
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I would love to help out - as im a OminBot - tester/waypointer/mapper
silEnT release 0.8.0
in Front Page News
Posted
Thanks this help loads !finger Tardis