Hi Sebastian, try using this instead.

if( infokey(self, "t_footsteps") != "0" )

This should work. What this does is to make it so you don't have to have the variable present in your autoexec.cfg or mod.cfg files in order to work. You'd then also accompany this code with the following, which you can place in your hooks.qc file. You can obviously change the impulse and msgs to your liking.

if(self.impulse == 85)
    {
        if(infokey(self, "t_footsteps") == "0")
        {
            stuffcmd(self, "setinfo t_footsteps 1\n");
            snap_misc_m2m("Random Footsteps On\n");
safe_soundtoclient(self, self, CHAN_VOICE, "toggles/on.wav", 1, ATTN_NORM);
        }
        else
        {
            stuffcmd(self, "setinfo t_footsteps 0\n");
            snap_misc_m2m("Standard Footsteps On\n");
safe_soundtoclient(self, self, CHAN_VOICE, "toggles/off.wav", 1, ATTN_NORM);
        }
}


This way, when you then bind the impulse you set above to a key, or type in into the console, you'll be able to toggle the footsteps between the two settings. I hope this helps. And if I'm not understanding your question clearly, then please feel free to write again.
  Have a great evening and please let me know how it goes...

Smiles,

Cara

At 10:56 PM 7/30/2006 +0200, you wrote:

Hoppa AGRIP readers,

I'm very confused. :-(

I want to put into random footsteps. This will be work, but I have one
problem.

When I put into the code from www.inside3d.com all works fine. But I
want to change between the aq original footsteps and the random
footsteps.

When I use the following Code in the player.qc, I hear the footsteps of  the
bots and my own too:

void()  player_run =[   $rockrun1,      player_run      ]
{
// begin aqtourn
// begin random footsteps by ze0
        if (self.walkframe == 1 || self.walkframe == 4 )
{
if (checkbottom(self) == 1)
{
if (self.waterlevel == 0)
                                {
                                      local float r;
r = rint(random() * 3);
                                        if (r == 1)
sound (self, CHAN_AUTO, "player/foot1.wav", 0.5, ATTN_NORM);
                                        else if (r == 2)
sound (self, CHAN_AUTO, "player/foot2.wav", 0.5, ATTN_NORM);
                                        else if (r == 0)
sound (self, CHAN_AUTO, "player/foot3.wav", 0.5, ATTN_NORM);
                                        else
sound (self, CHAN_AUTO, "player/foot4.wav", 0.5, ATTN_NORM);
                                }
}
}
//}
// end random footsteps by ze0

        self.weaponframe=0;
        if (!self.velocity_x && !self.velocity_y)
        {
                self.walkframe=0;
                player_stand1();
                return;
        }

        if (self.weapon == IT_AXE)
        {
                if (self.walkframe >= 6)
                        self.walkframe = 0;
                self.frame = $axrun1 + self.walkframe;
        }
        else
        {
                if (self.walkframe >= 6)
                        self.walkframe = 0;
                self.frame = self.frame + self.walkframe;
        }
        self.walkframe = self.walkframe + 1;

#ifdef AGRIP
        agh_player_footsteps();
#endif
}

But, I want to select between old version of footsteps, new version
and no footsteps.

In the player.qc I use the following:

void()  player_run =[   $rockrun1,      player_run      ]
{
// begin aqtourn
// begin random footsteps by ze0
if( infokey(self, "t_footsteps") == "1" )
{
        if (self.walkframe == 1 || self.walkframe == 4 )
{
if (checkbottom(self) == 1)
{
if (self.waterlevel == 0)
                                {
                                      local float r;
r = rint(random() * 3);
                                        if (r == 1)
sound (self, CHAN_AUTO, "player/foot1.wav", 0.5, ATTN_NORM);
                                        else if (r == 2)
sound (self, CHAN_AUTO, "player/foot2.wav", 0.5, ATTN_NORM);
                                        else if (r == 0)
sound (self, CHAN_AUTO, "player/foot3.wav", 0.5, ATTN_NORM);
                                        else
sound (self, CHAN_AUTO, "player/foot4.wav", 0.5, ATTN_NORM);
                                }
}
}
//}
// end random footsteps by ze0
// end aqtourn

        self.weaponframe=0;
        if (!self.velocity_x && !self.velocity_y)
        {
                self.walkframe=0;
                player_stand1();
                return;
        }

        if (self.weapon == IT_AXE)
        {
                if (self.walkframe >= 6)
                        self.walkframe = 0;
                self.frame = $axrun1 + self.walkframe;
        }
        else
        {
                if (self.walkframe >= 6)
                        self.walkframe = 0;
                self.frame = self.frame + self.walkframe;
        }
        self.walkframe = self.walkframe + 1;

#ifdef AGRIP
        agh_player_footsteps();
#endif
}
--

The problem is, that I heare my own footsteps, but the footsteps of
the others doesn't work. :-(

When I use the

if( infokey(self, "t_footsteps") == "1" )

I hear only my own footsteps. When I use this not, I heare my own and
the other footsteps.

Can everybody tell me what happens?

Thanks and

Best regards Sebastian
ICQ: 264706583 / MSM: [EMAIL PROTECTED]
Yahoo: de_sebo / Skype: sebo_de
E-Mail: [EMAIL PROTECTED] / Web: www.aritamba.de

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