- Original Code by v3x (he_damage_effect v0.2) - Ported to DoD by diamond-optic - cadav0r: new volume fx methods and various other fixes - WARDOG: new ringing sound - Emp`: suggestions on cleaning up some bits and pieces - Wilson [29th ID]: PStatus method of catching player spawn - TatsuSaisei: Fix for Wilson's PStatus method
Information:
- When you take damage from the allowed weapons, You will experiecne a random selection or a combination of various effects.. For example, your screen might be distorted, your sound volume might decrease for a few seconds before it returns to normal. There's also a chance for a ringing sound in your ears, along with little floating dots all around you...There is also an effect that changes the way everything sounds to you (pitch shift/echo/etc). You may even drop your weapon/object/ammo or fall down prone.
- CVARs to pick which weapons cause effects - Minimum damage required controllable for each one of the effects - Each effect has options to control specific aspects of that effect
- File consistency is enforced on the shellshock ring sound to prevent people from replacing it with a blank sound file
SETTING_VECTOR 1 //Turn on(1)/off(0) vector effect SETTING_VECTORDMG 50 //Sets the minimum damage required SETTING_VECTORAMT 60.0 //Sets the min/max angle of change
SETTING_VOLUME 1 //Turn on(1)/off(0) short volume loss effect SETTING_VOLUMEDMG 65 //Sets the minimum damage required SETTING_VOLUMETIME1 10 //How long you lose volume (10ths of a second) SETTING_VOLUMETIME2 10 //Delay between each volume increase step (10ths of a second) SETTING_VOLUMEINC 1 //Turn on(1)/off(0) increase of volume loss time SETTING_VOLUMEINCDMG 10 //Amount of damage for each step of vol. loss increase SETTING_VOLUMEINCTIME 5 //Volume loss increase time per step (10ths of a second)
SETTING_MAXPLAYERS 32 //Set to the maximum # of players (slot count)
Extra:
Put the "dod_shellshock_ring.mp3" in /dod/sound/misc/
If you change the sound file, DO NOT use the same name, change the #define RINGSOUND instead!!!
Change Log:
- 05.01.2006 Version 0.1 Initial port of v3x's "he_damage_effect v0.2" Added cvar to set min. dmg required Added Rockets as well as grenades
- 05.03.2006 Version 0.2 Added Garand & K43 buttstocks
- 05.05.2006 Version 0.3 Added CVAR for buttstocks Renamed to DoD Shell Shock
- 05.06.2006 Version 0.4 Removed buttstocks till I do it a better way Changed from MSG_ONE to MSG_ONE_UNRELIABLE
- 05.10.2006 Version 0.5 Added CVARs for fade & shake (code from cadav0r) Added CVAR for volume
- 05.12.2006 Version 0.6 CVAR query bug fixed (thanks cadav0r) New method for volume effect (thanks cadav0r) Fixed volume staying at 0.0 bug
- 05.15.2006 Version 0.7 Another fix for CVAR query problem Added ringing sound MP3 (still plays during volume effect) Added CVAR for ringing effect Added FOV effect (defualts to 0 as im not satisfied with it yet)
- 05.18.2006 Version 0.7b Removed global damage cvar and added one for each effect
- 05.22.2006 Version 0.7c Fixed run-time error Adjusted a few random things...
- 05.24.2006 Version 0.7d Fixed 2 small errors becuase of my stupidity (thanks cadav0r)
- 06.09.2006 Version 0.8 Added CVAR for how long you lose your volume Added CVAR for delay between each volume increase step (thanks cadav0r) New 'ringing' sound (thanks WARDOG) Adjusted ScreenFade & ScreenShake message variables
- 07.06.2006 Version 0.9 Replaced ENGINE module with FAKEMETA module Fixed volume effect for multiple nade hits (thanks cadav0r) Added increasing of volume loss time depending on dmg (thanks cadav0r) Added CVAR for setting the fade effect's defualt alpha level Added increasing of fade alpha level depending on dmg (cadav0r's method) Added 4 CVARs to control vector effect settings Did some more work on the FOV effect, a little bit more satisfied with it
- 07.09.2006 Version 0.9b Removed FUN module
- 07.14.2006 Version 0.9c Fixed "Missing RIFF/WAVE chunk" console message
- 08.05.2006 Version 0.9d Fixed possible problem with ring sound not playing (thanks KidTwisted) Added RINGSOUND define to make it easy to use a different file Incase the volume global doesnt get set.. it defualts to 1.0 Cleaned up code a bit...
- 08.28.2006 Version 1.0 Added mortars, knives, spades, buttstocks, and bayonets Added CVARs to control which weapons cause the effect Changed some returns
- 09.21.2006 Version 1.1 Added public cvar for stats tracking
- 12.16.2006 Version 1.2 Cleaned up a bunch of things (thanks Emp`)
- 03.17.2007 Version 1.3 Cleaned up some more things thru the code Changed the default values for some of the cvars Now the effects will stop if you die Improved the effect tasks Added a new feature: sfx (changes the way everything you hear sounds)
- 03.19.2007 Version 1.3b Fixed a typo in the CVAR comment section More simple way to stop all the effects at once Tasks are now removed on client disconnect Changed volume cvar query task from 10sec to 8sec Removed some plugin active checks (avoids problems when turning it on mid-game) Added RoundState checks
- 03.20.2007 Version 1.3c Removed an extra cvar (dod_shellshock_sfx_stay) Fixed the sfx effect time stuff
- 06.13.2007 Version 1.4 Changed the way the cvar query is done (first time client spawns) Added round draws to roundstate check Removed some code in the roundstate function Added drop weapon effect Added force prone effect Added 'particle' effect Few minor code changes/fixes Replaced high & low vector CVARs with one single new CVAR
- 07.29.2009 Version 2.0 Added cvar query for client's room_type setting Improved code for reseting sfx effect Replaced spawn forward with HamSandwich Added commands to force/stop shell shock on a player (can be called by other plugins) Added file consistency on the shellshock sound Renamed the sound file to start fresh for the file consistency Adjusted some default times Another attempt at fixing the 0 volume issue Replaced DoDx death forward with HamSandwich Changed alot of the CVARs to compiler defines Improved task handling Various code improvements Added compiler define for setting max players