Killing Spree
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Killing Spree
How would I go about creating a killing spree message.
I tried this:
if (1 <= time <= 5 && self.frags >= 3)
sprint (self, PRINT_HIGH, "you are on a killing spree!\n");
Trying to get the message to print if you have 3 or more kills in a 5 second span.
It didn't quite work although it compiled
Any words of wisdom?
I tried this:
if (1 <= time <= 5 && self.frags >= 3)
sprint (self, PRINT_HIGH, "you are on a killing spree!\n");
Trying to get the message to print if you have 3 or more kills in a 5 second span.
It didn't quite work although it compiled
Any words of wisdom?
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redrum - Posts: 410
- Joined: Wed Mar 28, 2007 11:35 pm
- Location: Long Island, New York
Well, you should remove the code you created.
Open client.qc and before ClientObituary() add:
Notice the dot floats (.float) I created. kill_time will be the time between your kills, and kill_amount will be your individual kills, that aren't frags. And if you use time itself for those messages, it will only work at the first 5 seconds of game for example.
The time float will increase every frame, that's why it only works at the beginning of game, and that's why I've created a kill_time.
You can change the messages in the centerprints if you want.
Now at ClientObituary(), before (if (rnum == IT_AXE)) add:
The kill_time you can change to some other number of seconds too.
Now compile and it should work.
Open client.qc and before ClientObituary() add:
- Code: Select all
.float kill_time, kill_amount;
void(entity dude, float howmany) killmsg =
{
if (howmany == 11)
centerprint(dude, "Humongous Hemorraghe!\n");
else if (howmany == 10)
centerprint(dude, "Ultra Violence!\n");
else if (howmany == 9)
centerprint(dude, "Serious Dismemberment!\n");
else if (howmany == 8)
centerprint(dude, "Massive Destruction!\n");
else if (howmany == 7)
centerprint(dude, "Major Demolish!\n");
else if (howmany == 6)
centerprint(dude, "Death wake!\n");
else if (howmany == 5)
centerprint(dude, "Monster kill!\n");
else if (howmany == 4)
centerprint(dude, "Riot kill!\n");
else if (howmany == 3)
centerprint(dude, "Multi kill!\n");
else if (howmany == 2)
centerprint(dude, "Double kill!\n");
else
return;
};
Notice the dot floats (.float) I created. kill_time will be the time between your kills, and kill_amount will be your individual kills, that aren't frags. And if you use time itself for those messages, it will only work at the first 5 seconds of game for example.
The time float will increase every frame, that's why it only works at the beginning of game, and that's why I've created a kill_time.
You can change the messages in the centerprints if you want.
Now at ClientObituary(), before (if (rnum == IT_AXE)) add:
- Code: Select all
if (attacker.kill_time >= time)
{
attacker.kill_amount = attacker.kill_amount + 1;
killmsg (attacker, attacker.kill_amount);
}
else
attacker.kill_amount = 1;
if (targ.classname == "player")
attacker.kill_time = time + 3;
The kill_time you can change to some other number of seconds too.
Now compile and it should work.
-

Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
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