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sound per kill

Posted: Wed Mar 03, 2010 6:51 pm
by tresorek
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Hello.
I have code that play sounds per 2-4-6... kills but i have some problem with l2pcinstance

can someone look at this?

Code: Select all

Index: java/com/l2jserver/gameserver/model/actor/instance/L2PcInstance.java===================================================================--- java/com/l2jserver/gameserver/model/actor/instance/L2PcInstance.java	(revision 3858)+++ java/com/l2jserver/gameserver/model/actor/instance/L2PcInstance.java	(working copy)@@ -182,6 +182,7 @@ import com.l2jserver.gameserver.network.serverpackets.ObservationReturn; import com.l2jserver.gameserver.network.serverpackets.PartySmallWindowUpdate; import com.l2jserver.gameserver.network.serverpackets.PetInventoryUpdate;+import com.l2jserver.gameserver.network.serverpackets.PlaySound; import com.l2jserver.gameserver.network.serverpackets.PledgeShowMemberListDelete; import com.l2jserver.gameserver.network.serverpackets.PledgeShowMemberListUpdate; import com.l2jserver.gameserver.network.serverpackets.PrivateStoreListBuy;@@ -5289,6 +5305,8 @@       if (!super.doDie(killer))          return false; +      spreeKills = 0;+             if (isMounted())          stopFeed();       synchronized (this)@@ -5333,9 +5351,25 @@                      if ((_clan.isAtWarWith(pk.getClanId()) && pk.getClan().isAtWarWith(_clan.getClanId()))                            || (isInSiege() && pk.isInSiege()))                      {+                        PlaySound _snd = new PlaySound(1, "firstblood", 0, 0, 0, 0, 0);+                        +                        Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values();+                        for (L2PcInstance onlinePlayer : pls)+                           if (onlinePlayer.isOnline() == 1)+                           {+                              if (onlinePlayer.getClan() != null)+                              {+                                 if (onlinePlayer.getClan() == pk.getClan() && onlinePlayer != pk)+                                 {+                                    onlinePlayer.sendPacket(_snd);+                                 }+                              }+                           }+                                                 //    when your reputation score is 0 or below, the other clan cannot acquire any reputation points-                        if (getClan().getReputationScore() > 0)+                        if (getClan().getReputationScore() > 0){                            pk.getClan().setReputationScore(pk.getClan().getReputationScore() + Config.REPUTATION_SCORE_PER_KILL, true);+                        }                         //    when the opposing sides reputation score is 0 or below, your clans reputation score does not decrease                         if (pk.getClan().getReputationScore() > 0)                            _clan.setReputationScore(_clan.getReputationScore() - Config.REPUTATION_SCORE_PER_KILL, true);@@ -5616,8 +5650,47 @@      * Increase the pvp kills count and send the info to the player      *      */+   private int spreeKills = 0;     public void increasePvpKills()     {+       spreeKills++;+       +      switch(spreeKills){+       +       case 2:+          PlaySound _snd2 = new PlaySound(1, "firstblood", 0, 0, 0, 0, 0);+          sendPacket(_snd2);+       break;+       +       case 4:+          PlaySound _snd4 = new PlaySound(1, "headshot", 0, 0, 0, 0, 0);+          sendPacket(_snd4);+       break;+       +       case 6:+          PlaySound _snd6 = new PlaySound(1, "killingspree", 0, 0, 0, 0, 0);+          sendPacket(_snd6);+       break;+       +       case 8:+          PlaySound _snd8 = new PlaySound(1, "multikill", 0, 0, 0, 0, 0);+          sendPacket(_snd8);+       break;+       +       case 10:+          PlaySound _snd10 = new PlaySound(1, "ultrakill", 0, 0, 0, 0, 0);+          sendPacket(_snd10);+       break;+       +       case 12:+          PlaySound _snd12 = new PlaySound(1, "monsterkill", 0, 0, 0, 0, 0);+          sendPacket(_snd12);+       break;+       +       case 14:+          PlaySound _snd14 = new PlaySound(1, "rampage", 0, 0, 0, 0, 0);+          sendPacket(_snd14);+       break;+       case 16:+          PlaySound _snd16 = new PlaySound(1, "unstoppable", 0, 0, 0, 0, 0);+          sendPacket(_snd16);+       break;+       case 20:+          PlaySound _snd18 = new PlaySound(1, "holyshit", 0, 0, 0, 0, 0);+          sendPacket(_snd18);+       break;+       case 22:+          PlaySound _snd20 = new PlaySound(1, "wickedsick", 0, 0, 0, 0, 0);+          sendPacket(_snd20);+       break;+       case 24:+          PlaySound _snd22 = new PlaySound(1, "godlike", 0, 0, 0, 0, 0);+          sendPacket(_snd22);+       break;+         default:+          ;+       }+         // Add karma to attacker and increase its PK counter         setPvpKills(getPvpKills() + 1); @@ -5669,6 +5742,10 @@         if (getKarma() > (Integer.MAX_VALUE - newKarma))             newKarma = Integer.MAX_VALUE - getKarma(); +        PlaySound _snd = new PlaySound(1, "bottomfeeder", 0, 0, 0, 0, 0);+      sendPacket(_snd);+      broadcastPacket(_snd);+               // Add karma to attacker and increase its PK counter         setPkKills(getPkKills() + 1);         setKarma(getKarma() + newKarma);

Re: sound per kill

Posted: Wed Mar 03, 2010 9:37 pm
by jurchiks
that sounds and looks more like a counter-strike mod than l2 mod...
besides, client doesn't have such sounds as monsterkill and unstoppable, so there's no point

Re: sound per kill

Posted: Wed Mar 03, 2010 10:04 pm
by tresorek
client have that sounds, i have only problems with l2pcinstance

Re: sound per kill

Posted: Wed Mar 03, 2010 10:07 pm
by macdonald12
tresorek wrote:client have that sounds, i have only problems with l2pcinstance
Client has a sound called "holyshit"? Somehow i find that hard to believe.... :roll:

Re: sound per kill

Posted: Wed Mar 03, 2010 10:36 pm
by Stake
Client may have Unreal Tournament sounds, since it has Unreal2.5 engine. :)

Re: sound per kill

Posted: Wed Mar 03, 2010 11:40 pm
by tresorek
omg i manually added sounds to client

Re: sound per kill

Posted: Thu Mar 04, 2010 8:43 am
by antons007
why you have headshot sound??? in l2 you can't make headshots !!! :D

Re: sound per kill

Posted: Thu Mar 04, 2010 11:12 am
by tresorek
antons007 wrote:why you have headshot sound??? in l2 you can't make headshots !!! :D
Why u asking stupid (off top) questions? To get more posts? I add this sound because i want it, and in base post i asked about code, if u dont know how to answer this question shut up, your posts like this sound like own headshots:)

So at end i trying to apply patch automatically, today i try to put it manually and try it.

Re: sound per kill

Posted: Thu Mar 04, 2010 12:53 pm
by MrWashington
tresorek wrote:

Code: Select all

PlaySound _snd = new PlaySound(1, "firstblood", 0, 0, 0, 0, 0);
Don't you need to specify the package file the sound belongs to?

Eg,

Code: Select all

sendPacket( new PlaySound("Itemsound.quest_itemget") );
is in the Itemsound.uax package.