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TAMods
0.4
Customization mod for Tribes:Ascend
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Go to the source code of this file.
Classes | |
| struct | MutedPlayer |
Functions | |
| MutedPlayer | mplayer (string username) |
| MutedPlayer | mplayer_custom (string username, bool vgs, bool text, bool pm) |
| void | mutePlayer (MutedPlayer muted_player) |
Variables | |
| number | hitSoundMode |
| boolean | customAirMailSound |
| boolean | customBluePlateSound |
| number | hitSoundPitchMin |
| number | hitSoundPitchMax |
| number | hitSoundDamageRef |
| number | volumeHitSound |
| number | volumeHeadShot |
| number | volumeBluePlate |
| number | volumeAirMail |
| MutedPlayer mplayer | ( | string | username | ) |
Create a MutedPlayer object muting everything for a given player
| username | The name of the player to mute |
| MutedPlayer mplayer_custom | ( | string | username, |
| bool | vgs, | ||
| bool | text, | ||
| bool | pm | ||
| ) |
Create a custom MutedPlayer object for a given player
| username | The name of the player to mute |
| vgs | If the player's VGS should be muted |
| text | If the player's text messages should be muted |
| pm | If the player's private messages should be muted |
| void mutePlayer | ( | MutedPlayer | muted_player | ) |
Mute a player using the given MutedPlayer object
| muted_player | The object to use to mute the player |
| boolean customAirMailSound |
If a custom sound should be used for air mails
The sound has to be in yout config folder, in the "sounds" subfolder as "airmail.wav"
| boolean customBluePlateSound |
If a custom sound should be used for blue plates
The sound has to be in yout config folder, in the "sounds" subfolder as "blueplate.wav"
| number hitSoundDamageRef |
Reference damage, used for dynamic hitsounds pitch computation
The default value is at 600
| number hitSoundMode |
The mode to use for custom hitsounds
The custom sound has to be located in your config folder, in the "sounds" subfolder as "hit.wav"
0: no custom hitsounds, use default one
1: static custom hitsound, at 1.0 pitch
2: dynamic custom hitsounds, depending on the damage dealt. Higher damage results in lower pitch
3: reverse dynamic custom hitsounds, depending on the damage dealt. Higher damage results in lower pitch
| number hitSoundPitchMax |
The maximal pitch used for the dynamic hitsounds
| number hitSoundPitchMin |
The minimal pitch used for the dynamic hitsounds
| number volumeAirMail |
The volume used to play the air mail sound
| number volumeBluePlate |
The volume used to play the blue plate sound
| number volumeHeadShot |
The volume used to play headshots
| number volumeHitSound |
The volume used to play hitsounds, used by both vanilla and custom sounds
Set this value to 0 to disable hitsounds
1.8.10