Possible hack, could you stop the footstep sounds per tick? Just calling the stop sound engine function? As it stands the sounds just play when a footstep is determined, no override command I don't think.
On Mar 31, 2009, at 3:55 PM, Riley DaFox <[email protected]> wrote: > > Sorry for bringing up such an old topic but is there any way to > disable footsteps > per player via a server plugin yet? In CS:S. > > DaFox > > -----Original Message----- > From: hlcoders-admin at list.valvesoftware.com > [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh > Sent: Tuesday, February 01, 2005 8:15 PM > To: hlcoders at list.valvesoftware.com > Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime > > > Thanks so much, I appreciate the help. I think in a worse case > scenario the > function that actually plays the sound could be "hooked" from the > vtable, of > course I would have to learn how to do this :P > > Thanks again, > Josh > > -----Original Message----- > From: hlcoders-admin at list.valvesoftware.com > [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn > Bernier > Sent: Tuesday, February 01, 2005 8:15 PM > To: hlcoders at list.valvesoftware.com > Cc: Alfred Reynolds > Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime > > I don't think there's a clean way for a mod to do this. > > I think you could probably twiddle the sv_footsteps value from the > plugin, but you'd have to be able to do two things: > > 1) Get called just before a certain user's CUserCmds are read and > processed > 2) Set the value of sv_footsteps on the server only. To do this, > you'd > need to be able to temporarily remove the FCVAR_REPLICATED flag from > the > convar from the plugin, otherwise you would flood all players with the > changes sv_footsteps value, which you wouldn't want most likely. This > would imply that there's a second call just after CUserCmd's are read > and processed, allowing you to restore state > > This still wouldn't solve the problem of turning off predicted > footsteps > since they would depend on the value of the replicated sv_footsteps > ConVar. > > Anyway, it might be easier for us to add some kind of "Enable > Footsteps" > API to the plugin interface. I'll pass this along to Alfred for > consideration. > > Yahn > > -----Original Message----- > From: hlcoders-admin at list.valvesoftware.com > [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh > Sent: Tuesday, February 01, 2005 5:03 PM > To: hlcoders at list.valvesoftware.com > Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime > > Yea I would know how to do it on a mod :P I just need it for a server > plugin. > > Josh > > -----Original Message----- > From: hlcoders-admin at list.valvesoftware.com > [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn > Bernier > Sent: Tuesday, February 01, 2005 5:09 PM > To: hlcoders at list.valvesoftware.com > Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime > > For a mod, you can (in order of preference) > > 1. add accessor methods to CBaseEntity > (SetStepSoundTime/GetStepSoundTime) > 2. make m_flStepSoundTime a public: data member > 3. make whatever is modifying it a "friend" to CBaseEntity > > Of course, doing any of this from a plugin is dicey since you don't > know > the data layout for any entities and you don't have access to every > mod's version of CBaseEntity. > > Yahn > > -----Original Message----- > From: hlcoders-admin at list.valvesoftware.com > [mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh > Sent: Tuesday, February 01, 2005 1:54 PM > To: hlcoders at list.valvesoftware.com > Subject: [hlcoders] Getting access to change m_flStepSoundTime > > Ok this is either a question or a request. I would like to be able to > access/change m_flStepSoundTime, but it is a protected value. I > noticed > there is a SetSwimSoundTime function and was wondering if there is one > that allows us to set m_flStepSoundTime? > > I would really like to be able to change this value (mainly to disable > footsteps per player) on a server plugin. This was possible in HL1. > > Josh > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _________________________________________________________________ > Reinvent how you stay in touch with the new Windows Live Messenger. > http://go.microsoft.com/?linkid=9650731 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

