Removing this type of messages ?!?...and move these ones to the middle of the HUD ?
#1
Posted 06 November 2009 - 10:55 AM
BTW, is it possible to move the echo messages to the center of screen ?
TIA,
AJSB
#2
Posted 06 November 2009 - 11:10 AM
AJSB, on 06 November 2009 - 07:55 PM, said:
BTW, is it possible to move the echo messages to the center of screen ?
TIA,
AJSB
More like; Is there any way to move the minimap because it's blocking the messages.
AJSB, you are in luck! In options there is an option to move the minimap around the screen.
Also you can console command it. Something like /cg_mappos 1 etc
And I don't think you can move the echo messages, and who cares, they flash across the screen anyway.
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#5
Posted 06 November 2009 - 02:39 PM
Yeah, i knew about moving around the minimap but because i can't (AFAIK) move around the other things like the timer (that i don't want to disable ) the default position of the minimap is the best one (if it was possible , i preferred it at the extreme top right corner (ETQW style) but can't actually put in there exactly but only a bit more to the right and i don't like that position at all)
Klabauterman,
Thanks, that was precisely the kind of command(s) that i wanted
The sound of messages doesn't bother me at all...in fact, i miss the capacity to make sound (still possible of making text) insults to the other team like in ETQW
Only the kill and hit messages was really annoying...what a waste of HUD space and distracting of player focus....much better to use the VAR to have sound feedback of when we hit the enemy.
This post has been edited by AJSB: 06 November 2009 - 02:40 PM
#8
Posted 07 November 2009 - 01:08 AM
//COMMUNICATION// cg_autoRadio "2" // 1=Grenade+lol 2=lol,Bomb 0=Disabled cg_chatHeight "4" // Displays "Number" Lines In Chat 4 cg_chatTime "8000" // Time That A Chat Message Stays On Screen 4000 cg_msgHeight "3" // Displays "Number" Lines In DeathMessages 4 cg_msgTime "3000" // Time Of the DeathMessages On Screen 4000 cg_noTaunt "0" // 1=Disables Radio Calls And The Text Of It cg_noVoiceChats "0" // 1=Disables Radio Call Sounds cg_noVoiceText "0" // 1=Disables Text Of Radio Calls cg_standardChat "0" // 0=Seperated Chat and Damage Messages 1=Chat+Damage On The Left Upper Corner cg_showBulletHits "2" // Hit+Damage Messages cg_teamChatHeight "0" // Displays "Number" Lines In Chat 0 cg_teamChatTime "8000" // Time That A Chat Message From Teammate Stays On Screen 3000 cg_teamChatsOnly "0" // 1=Disable Global Chats 0=Enable Global Chats
I think /cg_msgHeight 0 is the better way to do it.
#10
Posted 16 November 2009 - 06:35 PM
or disable the hit messages to see only the death messages of players.
#11
Posted 16 November 2009 - 10:38 PM
set cg_msgTime "4000"
set cg_msgHeight "1"
set cg_showbullethits "0"
set cg_mappos "9"
set cg_mapsize "100"
set cg_mapalpha "0.35"
set cg_maparrowscale "2.5"
set cg_teamChatTime "3000"
set cg_teamChatHeight "3"
set cg_standardChat "0"
set cg_teamchatsonly "0"
set cg_novoicechats "0"
Reduced minimap size, made it more transparent, placed it at position 9, reduced arrow size, showbulletits to 0 and reduced msgheight to a minimum....it's now acceptable
FWIW, I also made
set cg_gunsize "1"
set cg_hitsound "1"
because in normal firing position the G36 was using too much HUD space, and also used hitsound to have audio feedback when i hit a enemy.
#12
Posted 17 November 2009 - 12:57 AM
easy example:
//SCREENSHOT// set sfx1 "play sound\misc\kcaction" set screenshot "vstr sfx1;screenshotjpeg" bind KEY "vstr screenshot"
#13
Posted 17 November 2009 - 11:14 AM
From your example it's not clear and i googled and all but trying to get any hit for the word "play" it's tricky because it triggers all kinds of answers...
I tried both WAV and MP3 with full path to file and with the extension and didn't played....it's another format or what i'm doing wrong ?
PS: it says that doesn't recognize file extension (both for mp3 and wav)
TIA,
AJSB
This post has been edited by AJSB: 17 November 2009 - 11:22 AM
#14
Posted 17 November 2009 - 03:06 PM
Your sound example works (FWIW, is a WAV file), but what i was trying to do was using my own sounds....but i just now understood that it seems that i'm limited to the sounds *inside* the zpack000_assets.pk3...and maybe also to the sounds inside of the custom maps .pk3 files ?
Is there a way to circumnavigate this ? a way to use external WAV files ?
if not, how about to "hack" the main pk3 file previously mentioned and add more WAV files to hit ? i guess it will not work because there should be a checksum check to avoid tampering with the file because of cheating....
In the meanwhile, i gonna listen all WAV files in the pk3 to see what i can do with them ...
TIA,
AJSB


















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