Zound

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ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
After juggling the code around I found doing alternates or whatever got a bit involved so all I did was add a RepeatDelay= in the inifile.
This is basically a Time delay in which the same trigger cannot be said again,
So if RepeatDelay=30 then once any player has said a trigger word, then that word is not available to anyone for 30 seconds.
Setting it as RepeatDelay=0 will cancel this option and make it as it is atm.
Opinions ?
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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easy enough...should address the issue. I like it.This is a global or local setting?


I am in UAE next 2 days..will be back friday night in case there is a B3 to be punished..
 

ProAsm

Active Member
Mar 20, 2002
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36
www.proasm.com
Zound51- Beta 4

The main emphisis in Beta 4 is all about the Random sounds.
This is driving me crazy as everyone uses these Random sounds and with the current bug in 50 the mails just keep flowing in.

Fixes and Changes in 51

Random=0
This has been added to the end of the string in [Zound51B4.ZTriggers]

NB..The new Random= will automatically be updated if an Admin has used the @ sign with Soundnames.
Also if an Admin has used the workaround (extra character or X) in the Soundname, Zound51 will see this and correct the string to the new format, so basically when copying and pasting over the [Zound50.ZTriggers], the strings will be updated automatically.

Example
Current string:
Zounds=(SoundName="doh@5",Triggername="doh",SoundFilename="whatever.uax",Hidden=False,AdminOnly=False)
New string:
Zounds=(SoundName="doh",Triggername="doh",SoundFilename="whatever.uax",Hidden=False,AdminOnly=False,Random=5)

OR

Current string:
Zounds=(SoundName="dohX@5",Triggername="doh",SoundFilename="whatever.uax",Hidden=False,AdminOnly=False)
New string:
Zounds=(SoundName="doh",Triggername="doh",SoundFilename="whatever.uax",Hidden=False,AdminOnly=False,Random=5)

hello and byebye
Replaced hello and byebye Triggernames with PlayerEnter and PlayerExit.
NB.. current 'hello' and 'byebye' Triggernames can still be used as secondary names.

This all needs testing please as we need to get this update out there asap before I commit hari kiri :)

Frogger please note all the happenings here as I would like you to release 51 when we are ready and clearly explain this Random= stuff as it driving me nuts ;)

http://www.unreal.co.za/files/beta/z51b4.zip

** Edit **

ZoundConvert has also been updated accordingly.

http://www.unreal.co.za/files/other/ZoundConvert.zip
 
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frogger187

eat. sleep. frag.
May 2, 2003
632
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ZoundConvert

1.Doesn't add the RepeatDelay=0 setting
2.Anyway to get a 50---->51 converter?
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
hello and byebye
Replaced hello and byebye Triggernames with PlayerEnter and PlayerExit.
NB.. current 'hello' and 'byebye' Triggernames can still be used as secondary names.



please explain this.

PlayerEnter is what hello was on 50? So if i want to play my old hello sound i just use hello for it? I am assuming this was added so that hello and byebye could be triggered independantly..? So If i omit hello and byebye and only use playerenter/exit it will act as 50 did..?
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
RepeatDelay=0

This works.

Random=

Getting some odd results.

Code:
Zounds=(Soundname="cya",Triggername="cya",SoundFilename="random",Hidden=False,AdminOnly=False,Random=5)

I have:

cya
cya1
cya2
cya3
cya4

is '5' the correct entry? It will show my trigger sometimes (when it doesn't work)..then I enter 'cya' again and it will play. It doesn't seem very random..usually repeats same one over and over...but not forever...

*edit...

Code:
bN_RealUtils: -->INF: HTM|Frogger has joined with ID=1
ScriptLog: -->INF: Pause manager succesfully created for player HTM|Frogger
Warning: Failed to load 'Sound Random.cya5': Failed to find object 'Sound Random.cya5'
ScriptLog: START MATCH

i guess 5 should be 4? Headed out..will be back in a couple hours to test more.. after the match starts...the randoms seem to work much better..before the match several times i saw the above behavior..i will verify if changing 5-->4 fixes..
 
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ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
ooo u are quick :)

Last things first.
If you look at the tuts you'll see there is no 1 (one) in random.
So your sounds would be:
cya cya2 cya3 cya4 cya5 - thus Random=5

hello and byebye

If the PlayerEnter.wav is present and the Soundname=PlayerEnter and Triggername=PlayerEnter then that will take precedance (priority).
If PlayerEnter.wav does not exist and hello.wav does then you would use Soundname=hello and Triggername=hello
The same goes for the PlayerExit and byebye

Basically the PlayerEnter etc is only for Admins that are making new sound files.
In future releases 'hello' and 'byebye' will possibly get dumped.

Thanks on the RepeatDelay for ZoundConvert, fixed.

50---->51 converter.... not necessary as Zound51 will auto convert all your stuff from Zound50, just copy and paste, run up the server and bingo... all is done for you ;)

http://www.unreal.co.za/files/other/ZoundConvert.zip

*** Edit ***
What happened to Beta 3....
Well B2 was converted to Zound51 - all ready for release with docs updated the works then this morning several more mails came in one shot about this random crap, and as I could not remember what the last beta was, so to make 100% sure I dont overwrite anything, Zound51 was converted to Zound51B4 :)
 
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frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
ProAsm said:
50---->51 converter.... not necessary as Zound51 will auto convert all your stuff from Zound50, just copy and paste, run up the server and bingo... all is done for you ;)

my main concern was the Random=0 entries. These are not added. But it seems to work fine with only adding the Random entries to the ones that are random.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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0
ok Random sounds are working fine now..I had to rename my package sounds as noted above.

I tested ZoundConvert on an old Zound41.ini (only one I had that had random sounds in it)... This issue arose:

Code:
Zounds=(Soundname=[color=red]"hi@5"[/color],Triggername="",SoundFilename="froggersounds10.uax",Hidden=False,AdminOnly=False,[color=red]Random=0[/color])

Original
Converted

RepeatDelay is added now though
 
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frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
please ensure I have all items..........

Checklist for 51

Features:
1.Repeat Delay (tested and verified)
2.Hello/Byebye are now able to be triggered (tested and verified)
3.PlayerEnter/Exit added (tested and verified)

Fixes:
1.Character limit fixed (tested and verified)
2.Random sounds fixed (note new syntax) (tested and verified)
3.Hidden=True triggers also get ShowTrigger=False setting (tested and verified)

Freebies:
1.Zoundconvert for 4x.ini to 51.ini (tested....need verifiy on random sounds)
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
ZoundConvert v1.2

All Random= added.
RepeatDelay= added.
PlayerEnter added.
PlayerExit added.

Now converts # (Hidden) and @ (Random) correctly.

Examples:

Sounds[25]=#cheers
Zounds=(Soundname="cheers",Triggername="cheers",SoundFilename="whatever.uax",Hidden=True,AdminOnly=False,Random=0)

Sounds[25]=cya@5
Zounds=(Soundname="cya",Triggername="cya",SoundFilename="whatever.uax",Hidden=False,AdminOnly=False,Random=5)

http://www.unreal.co.za/files/other/ZoundConvert.zip

;)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
this convert works.

i see no reason not to package this as a release. I am working on tuts now..
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
Now in the ini file you only put the word once as shown above.
But in your .UAX file you make 3 sounds and call them:
cool
cool1
cool2
Please note the first word has no number following it.



You have this in readme, but from my recent issue this should be changed to:

cool
cool2
cool3

right?