ETsneak Posted January 8, 2014 Share Posted January 8, 2014 I saw on IOW server they have "!play x" where x is the name of the wav file. I'm wondering if there's some lua for this or special way to write the command block into the shrubbot config? How can this be done? Seems like it would be easier than making a custom chat menu. Quote Link to comment Share on other sites More sharing options...
fanboi Posted January 8, 2014 Share Posted January 8, 2014 hey u mean this? [command] command = perfo exec = playsound sound/misc/perfo.wavdesc = levels = 60 50 40 35 30 25 20 15 10 5 0 create a pk3 file ..folder: sound than misc folder or whatever ..put your sound in this misc folder ..thats the way ... hellreturn 1 Quote Link to comment Share on other sites More sharing options...
Subscriber BECK Posted January 8, 2014 Subscriber Share Posted January 8, 2014 (edited) What he means is we have stuff like: !play goodgame or !play welose or !play fu or other stuff like that. So one custom command that accepts a parameter that determines the sound that is played. Our !play command is like this: [command] command = ^bplay exec = play [i] [1] desc = Play a sound syntax = levels = 0 1 2 3 4 5 But it does use a custom LUA script that configures what sounds are available and at what shrubbot level. We did it because there is (was?) a limit of 63 custom commands and we wanted WAY more. I suppose you could do what fanboi has with one change: [command] command = ^bplay exec = playsound sound/misc/[1].wav desc = Play a sound syntax = levels = 0 1 2 3 4 5 that might work - but then people would have to know what sounds you have in your custom pak. EDIT:Oh, and because we manage this through LUA and config files, we also have a !listsounds command that displays the sounds available for each shrubbot level. Edited January 8, 2014 by BECK hellreturn 1 Quote Link to comment Share on other sites More sharing options...
fanboi Posted January 8, 2014 Share Posted January 8, 2014 yeah or this ... Quote Link to comment Share on other sites More sharing options...
ETsneak Posted January 8, 2014 Author Share Posted January 8, 2014 Yea, I'm referring to the way BECK has it. Yes the limit is still 63 for custom commands. The command block for shrubbot is how I already had it, but I don't have that lua and I guess he won't share it so this can be closed thanks all. Quote Link to comment Share on other sites More sharing options...
Subscriber Solution BECK Posted January 8, 2014 Subscriber Solution Share Posted January 8, 2014 heh, you just assume Petty arguments aside, I can share it here for you or anyone else who wants to do custom sounds this way. The advantage of this is that you can restrict certain sounds by shrubbot level. We use this as a small benefit for regulars, vip regulars and members. In full disclosure, another member of IoW wrote these scripts, so I can't really help you if things aren't working or this is poorly written or wrong or causes your server to crash. Use at your own risk! All I know is, it works... First you need formatting.lua. I think it was supposed to be a general purpose utility script that is shared by other scripts. function makeDisplayString(text, color, length, alignment) -- Initialize display string local displayString -- Get the display length of the text local textDisplayLength = displayLength(text) -- If the text display length fits in the desired display length if textDisplayLength <= length then -- Create enough padding to make the text the correct length for display local padding = "" for i = 1, length - textDisplayLength do padding = padding .. ' ' end -- If alignment is set to centered if alignment == "center" and string.len(padding) >= 2 then -- Find the middle of the padding and put each half on one side of the string local paddingSplitPoint = math.floor(string.len(padding) / 2) displayString = string.sub(padding, 1, paddingSplitPoint) .. text .. string.sub(padding, paddingSplitPoint + 1) -- Otherwise, if alignment was set to right elseif alignment == "right" then -- Put the padding at the beginning of the string displayString = padding .. text else -- Otherwise add the padding to the end of the string (left aligned) displayString = text .. padding end -- If the text is too big to fit in the desired display length else -- If the display length was specified as a very low number (so can't display the text properly) if length <= 3 then -- Fill the display length with dots displayString = "" for i = 1, length do displayString = displayString .. '.' end -- Otherwise, the display length has enough space to show part of the text else -- Create a table to hold parts of the text (chunks beginning with a color code [if possible]) local textTable = {} -- Split up the text into color coded pieces until there is no more text local moreText = true while moreText do -- Try to find the first occurence of a color code local firstColorCodeLocation = string.find(text, "%^[^%^]") -- Initialize text part local textPart -- If there are no color codes in the text if not firstColorCodeLocation then -- Set the text part to the entire text and specify that there is no more text to add textPart = text moreText = false -- Otherwise, a color code was found else -- If the first color code is not at the beginning of the text if firstColorCodeLocation > 1 then -- Set the text part to the text leading up to the first color code textPart = string.sub(text, 1, firstColorCodeLocation - 1) -- Otherwise, the first color code is at the beginning of the text else -- Attempt to find the second color code local secondColorCodeLocation = string.find(text, "%^[^%^]", firstColorCodeLocation + 2) -- If the second color code is found if secondColorCodeLocation then -- Set the text part to be the text leading up to the second color code (including the first one) textPart = string.sub(text, 1, secondColorCodeLocation - 1) else -- Otherwise, set the text part to the entire remaining text and specify that there is no more text to add textPart = text moreText = false end end -- After determining a text part for the table remove that part from the text text = string.sub(text, string.len(textPart) + 1) end -- Add the text part to the table table.insert(textTable, textPart) end -- Set the amount of text needed to fill the desired display length (not including the ellipses) local displayTextNeeded = length - 3 -- Initialize the display string that will hold the display text displayString = "" -- While more text is needed while displayTextNeeded > 0 do -- Get the next text part from the table and remove the table entry for it local nextTextPart = textTable[1] table.remove(textTable, 1) -- If the text part begins with a color code if string.find(nextTextPart, "%^[^%^]") then -- Get the amount of text needed from the text part (or as much as possible) and update the text needed nextTextPart = string.sub(nextTextPart, 1, displayTextNeeded + 2) displayTextNeeded = displayTextNeeded - (string.len(nextTextPart) - 2) -- Otherwise, there is no color code in the text part else -- Get the amount of text needed from the text part (or as much as possible) and update the text needed nextTextPart = string.sub(nextTextPart, 1, displayTextNeeded) displayTextNeeded = displayTextNeeded - string.len(nextTextPart) end -- Add the text part to the display string displayString = displayString .. nextTextPart end -- Now that no more text is needed, add ellipses to show that it didn't fit displayString = displayString .. colorString("...", color) end end displayString = colorString(displayString, color) -- return the formatted string return displayString end function colorString(text, color) if color then -- If text does not begin with a color code if string.find(text, "%^[^%^]") ~= 1 then -- Add the color code to the beginning of the text text = '^' .. color .. text end end -- Return text with color code return text end function displayLength(text) -- Initialize the display length to the full length of the text local textDisplayLength = string.len(text) -- Loop through each color code for colorCode in string.gmatch(text, "%^[^%^]") do -- Subtract the color code characters from the display length textDisplayLength = textDisplayLength - string.len(colorCode) end return textDisplayLength end function makeLine(character, length) -- Initialize the line string local line = "" -- Add characters until the string is as long as specified for i = 1, length do line = line .. character end -- Return the print line return line end function trim(s, side) -- Initialize the number of spaces removed to 0 local i = 0 -- If the right side was not specified if side ~= 'r' then -- While there are spaces at the beginning of the string while string.find(s, "^%s") do -- Remove the first space and increment counter s = string.gsub(s, "^%s", "") i = i + 1 end end -- If the left side was not specified if side ~= 'l' then -- While there are spaces at the end of the string while string.find(s, "%s$") do -- Remove the last space and increment counter s = string.gsub(s, "%s$", "") i = i + 1 end end -- Return the trimmed string and the amount of spaces removed return s, i end function printETLine(clientNum, text) -- Print the specified text into the specified client's console if clientNum ~= "[i]" then et.trap_SendServerCommand(clientNum, 'print "' .. text .. '\n"') else et.G_Print( text ) end end function printMessage(clientNum, text, messageType) -- Print the specified text into the specified client's console if clientNum ~= "[i]" then et.trap_SendServerCommand(clientNum, messageType .. ' "' .. text .. '"') else et.G_Print( text ) end end Then playsound.lua contains the command implementation require("formatting") -- Initialize a table to hold all possible sounds soundTable = {} -- Initialize a table to hold all players playsound cvar values playsoundCvarTable = {} function et_InitGame(levelTime, randomSeed, restart) -- Read sounds into soundTable local configFile, length = et.trap_FS_FOpenFile("playsound.cfg", et.FS_READ) -- If there were no errors opening the file if length ~= -1 then -- Read data from config file and close it local soundData = et.trap_FS_Read(configFile, length) et.trap_FS_FCloseFile(configFile) -- For each sound block in config file for soundBlock in string.gmatch(soundData, "[%w%-_]+[%s\n\r]+%b{}") do -- Get the sound command name local sound = string.match(soundBlock, "[%w%-_]+") -- Initialize parameter table for the sound command local soundParameterTable = {} -- Get level required from the sound block soundParameterTable["level"] = tonumber(string.sub(string.match(soundBlock, "level:[%d_]+"), 7)) -- Get a list of sound filenames from the sound block local soundFilenameList = {} for soundFilenameLine in string.gmatch(soundBlock, "sound:[%w%-_]+.wav") do local soundFilename = string.sub(soundFilenameLine, 7) table.insert(soundFilenameList, soundFilename) end soundParameterTable["sounds"] = soundFilenameList -- Add the sound parameters to the sound table soundTable[string.lower(sound)] = soundParameterTable end end end function et_CvarValue(clientNum, cvar, value) -- Add the cvar value to the script cvar table playsoundCvarTable[clientNum][cvar] = value end function et_ClientConnect(clientNum, firstTime, isBot) -- Querry server to get cvar value et.G_QueryClientCvar(clientNum, "playsound_method") -- Initialize the playsound_method cvar to nil since we do not know the value yet local clientCvarValueTable = {} -- Add client to the cvar table playsoundCvarTable[clientNum] = clientCvarValueTable -- Return nil to indicate that the player was not rejected by this function return nil end function et_ClientDisconnect(clientNum) -- Remove the player from the playsound cvar table playsoundCvarTable[clientNum] = nil end function et_ConsoleCommand(command) -- If client executed play command from console if string.lower(et.trap_Argv(0)) == "play" then -- If there were at least 3 parameters (including command name) if et.trap_Argc() >= 3 then -- Get client's admin level local clientNum=0 local clientLevel=0 if et.trap_Argv(1) == "[i]" then -- When CONSOLE executes this command, there is no clientNum. So we force the value to 50 -- Avoids a server crash, which is always good clientLevel = 50 else clientNum = et.trap_Argv(1) clientLevel = et.G_shrubbot_level(clientNum) end -- Get sound client passed as a parameter local sound = et.trap_Argv(2) -- Get the parameter table for the requested sound local soundParameterTable = soundTable[string.lower(sound)] -- If the sound exists if soundParameterTable then -- Get the level required to play the sound local level = soundParameterTable["level"] -- If the client has high enough level if clientLevel >= level then -- Choose a random sound from the parameters local soundFilename = soundParameterTable["sounds"][math.random(# soundParameterTable["sounds"])] -- -- Play the sound -- local soundPath = "sound/playsound/" .. soundFilename -- -- et.trap_SendConsoleCommand(et.EXEC_NOW, soundCommand) -- et.G_globalSound(soundPath) -- Loop through the clients and play sound based on their cvar playsound_method for slot, clientCvarValueTable in pairs(playsoundCvarTable) do local playsoundMethod = clientCvarValueTable["playsound_method"] or "sound" if playsoundMethod == "sound" then -- Play the sound for the client local soundPath = "sound/playsound/" .. soundFilename local soundIndex = et.G_SoundIndex(soundPath) et.G_ClientSound(slot, soundIndex) end if playsoundMethod == "text" then local soundText = soundParameterTable["text"] -- Send message to the client showing the text version of the sound command printETLine(slot, soundText) printETLine(slot, "test") end end else -- Otherwise warn client that they do not have high enough level printETLine(clientNum, "^oplay: ^7Permission denied") end else -- Otherwise inform client that the sound doesn't exist printETLine(clientNum, "^oplay: ^7The sound you specified does not exist") end else -- Otherwise inform client that they need to specify a sound name printETLine(clientNum, "^oplay: ^7You must specify a sound name") end -- Return 1 to indicate that the command was handled by this function return 1 end if string.lower(et.trap_Argv(0)) == "listsounds" then -- Initialize display variables local columnSeparator = " " local lineCharacter = '-' local borderColor = '9' local textColor = 'f' local columnWidth = 12 local numberColumns = 6 -- Get client's admin level local clientNum=0 local clientLevel=0 if et.trap_Argv(1) == "[i]" then -- When CONSOLE executes this command, there is no clientNum. So we force the value to 50 -- Avoids a server crash, which is always good clientLevel = 50 else clientNum = et.trap_Argv(1) clientLevel = et.G_shrubbot_level(clientNum) end -- Create a table to hold sounds available to the client local playerSoundTable = {} -- For each sound in the sound table for sound, parameterTable in pairs(soundTable) do -- If the client has high enough level if clientLevel >= parameterTable['level'] then -- Add sound to player sound table table.insert(playerSoundTable, sound) end end -- Sort player sound table in alphebetical order table.sort(playerSoundTable) -- Get number of characters that would be removed from the trimmed separator local trimmedSeparator, charactersRemoved = trim(columnSeparator) -- Determine line length based on number of columns, column width, and the separator display length local lineLength = (columnWidth * numberColumns) + (displayLength(columnSeparator) * (numberColumns + 1)) - charactersRemoved -- Print a line to act as the top border of the chart -- printETLine(clientNum, colorString(makeLine(lineCharacter, lineLength), borderColor)) -- While there are sounds in the player sound table while # playerSoundTable > 0 do -- Initialize line holding sound names local soundsLine = colorString(trim(columnSeparator, 'l'), borderColor) -- For each column for i = 1, numberColumns do -- Add the sound from the beginning of the list soundsLine = soundsLine .. makeDisplayString(playerSoundTable[1] or '', textColor, columnWidth, "left") -- If this is not the last column if i < numberColumns then -- Add a separator (column border) soundsLine = soundsLine .. colorString(columnSeparator, borderColor) else -- Otherwise add a separator with the right side trimmed soundsLine = soundsLine .. colorString(trim(columnSeparator, 'r'), borderColor) end -- Remove first sound from the beginning of the table table.remove(playerSoundTable, 1) end -- Print the sound line followed by a border line printETLine(clientNum, soundsLine) -- printETLine(clientNum, colorString(makeLine(lineCharacter, lineLength), borderColor)) end -- Return 1 to indicate that the command was handled by this function return 1 end -- Return 0 to pass any command for standard et processing return 0 end There is some stuff in here about having clients opt out of the sounds, but I don't think it was ever finished nor does it work AFAIK. But take them as-is if you like. Next, the format of the playsound.cfg file is this: wewin { level:1 sound:the_game.wav } ... So you've got the command (as in !play wewin), the minimum shrubbot level required to use the sound (note all higher levels can use it), then the sound file name itself. The sound file must be in 'sound/playsound/' in your pk3 file, or else you can change the path coded in the playsound.lua file. But this way, you can just edit playsound.cfg to add your sounds, the command string and level required to run it. No end to the amount of sounds you can have. Next, define the commands in your shrubbot.cfg file: [command] command = ^bplay exec = play [i] [1] desc = Play a sound syntax = levels = 0 1 2 3 4 5 [command] command = ^blistsounds exec = listsounds [i] desc = List all sounds syntax = levels = 0 1 2 3 4 5 Finally, be sure to include the LUA scripts in your et config files: set lua_modules "playsound.lua" Dragonji, hellreturn, ETsneak and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Management hellreturn Posted January 9, 2014 Management Share Posted January 9, 2014 I would suggest to upload the LUA files under one zip package here: http://mygamingtalk.com/forums/files/category/8-lua/ This way you will help all silEnT mod admins who would like to have this Thanks! Quote Link to comment Share on other sites More sharing options...
ETsneak Posted January 9, 2014 Author Share Posted January 9, 2014 wow thanks I'll try it out in a little, though.. I already sat and created a voicemenu script Quote Link to comment Share on other sites More sharing options...
ETsneak Posted December 10, 2014 Author Share Posted December 10, 2014 Sorry for the bump, but I have to say.. I never really tried it because the server ended up going down before I had the chance and I just now tried it out and it works flawlessly. Thanks for putting aside our beef and sharing something nice with me. Quote Link to comment Share on other sites More sharing options...
Dragonji Posted December 22, 2014 Share Posted December 22, 2014 function et_ClientConnect(clientNum, firstTime, isBot) -- Querry server to get cvar value et.G_QueryClientCvar(clientNum, "playsound_method") -- Initialize the playsound_method cvar to nil since we do not know the value yet local clientCvarValueTable = {} -- Add client to the cvar table playsoundCvarTable[clientNum] = clientCvarValueTable -- Return nil to indicate that the player was not rejected by this function return nil endIs playsound_method full cvar name in your example? No cg_ cl_ prefixes? Quote Link to comment Share on other sites More sharing options...
Subscriber BECK Posted December 22, 2014 Subscriber Share Posted December 22, 2014 Is this a convention thing? I don't know, I didn't write that code. I think the guy who wrote that script was pretty new to LUA at the time. Quote Link to comment Share on other sites More sharing options...
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