4Kings announce PK team!

“After careful consideration 4Kings have also decided to recruit KuuLa and ZaF to the lineup giving a 4-man team. These additional two players will also have the opportunity to attend the tour stops as part of the 4Kings squad by attending the qualifiers being run for each event.”

http://4kings.esportsea.com/index.php

The 4K team is now..

[4K^Kuula]
[4K^Razorb]
[4K^Zaccubus]
[4K^ZaF]
[4K^AphexTwin] – Captain

GL GUYS!! 😀

Hitsounds for BOOH

http://www.teamprkl.org/Hitsounds.zip – Download and extract to Painkiller/Data

Hello everyone. Last night I heard that there is nobody working on a chainsmod/minimod-like modification for BooH, so I decided to create the most important part by myself: the hitsounds (well, tbh I copypasted most of the stuff from the old chainsmod).

Anyways, Blowfish asked me to write an article about how I did it, so here goes 🙂

So first, I downloaded the PK .pak extractor, which is posted in the minor news section of this site.
Next step was to extract Boohs LScripts.pak and the old 0.56 Chainsmods .pak files. LScripts.pak contains all the necessary scripts to do you own mods. The language the scripts use is LUA, which has a very simple syntax and is easy to understand if you have coded something else.

After that I started looking up for stuff from both the Boohs and Chainsmods lua-files. Finally I found these lines from Chainsmods Classes/CPlayer.lua:

if Player and Player.ClientID == killerID and (player == nil or player ~= Player) and Cfg.CM_HitSounds then

local hstype = “../../Chains.Mod.Data/Sounds/”..Cfg.CM_HitSound

PlaySound2D(hstype,Cfg.CM_HitSound_Vol,0,1)

After this one, there was some statscripts, which I didnt want to use. Naturally, I wasnt using the Cfg.CM_Hitsound-variables, so I just changed the code to fit in to my plans:

if Player and Player.ClientID == killerID and (player == nil or player ~= Player)

local hstype = “../Hitsounds/hitsound”

PlaySound2D(hstype,100,0,1)
end

Then I added it to the same location (in the CPlayer:Client_OnDamage-function) at the BooHs Classes/CPlayer.lua. After that, I created a few loaders.

LScripts/Loader.lua:
DoFile(“../Data/Hitsounds/Loader.lua”) <- Loads the main loader for Hitsounds-mod. Hitsounds/Loader.lua:
… original booh Loader.lua stuff …
path = “../Data/Hitsounds/” <- set variable path
DoFile(path..”Classes/CPlayer.lua”) <- load the modified CPlayer.lua

And bang, I was done! I also created a killsound, but youll probably figure that one out, when you compare boohs original CPlayer.lua and the modified.

I didnt get this stuff working inside a .pak-file for some reason, so if anyone knows how to get custom paks working, send me a message.

cubik over and out.