Painkiller CPL MOD *UPDATE*

Its done now. After yar forgot to add the timer fix to his mod and then disappeared again, we had to work all last night to get our mod ready for competitive play. But I guess it paid off, since it will be used in this CPL Winter.

Now, I guess its time for you to remove your minimod and have a test on the cpl mod which you can download from http://www.teamprkl.org/cplmod/ . READ THE TEXT-FILE BEFORE INSTALLING.

NOTE: this is for painkiller 1.35.

*** UPDATE ***
If you have another version of PK than the English language one, download language fix for CPL Mod here: http://www.teamprkl.org/cplmod/cplmod_clientside_v1.0_langfix.zip

Recruiting HUD scripter!

If you havent heard the gossip yet, me, worre and sh1ny are making the competition mod for the upcoming Winter CPL event.

Were currently looking for a person who knows a bit of this and that about HUD scripting in Painkiller. This news is very urgent, as you probably knows that the CPL Winter event is only 7 days away.

So if you know a bit of LUA scripting language and a bit about HUD coding, send me (cubik) a message on Quakenet IRC. You can find me and the other members of our modding team from #painkiller.euro in Quakenet.

Be quick 🙂

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.