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Author Topic: How To Use Taunt?  (Read 8310 times)

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Offline barca769

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How To Use Taunt?
« on: July 25, 2015, 03:05:41 PM »
How to use Fighting speech for other fightng styles?. example:i'm gonna use P_Striker_A ActionTree. so how to set fighting speech for player to bif speech?

the code is:F_PlaySpeechAndWait(l_9_0, "STORE_VIOLENCE_RESPONSE", 0, "supersize") or what ?


Offline Shrimp

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Re: How To Use Taunt?
« Reply #1 on: July 25, 2015, 03:11:56 PM »
If you mean you want him to play fighting quote's during fights, use this.

if IsButtonPressed(8, 0) then
  SoundPlayScriptedSpeechEvent(gPlayer, "FIGHT", 0, "large")

8 = Jump
So when you press the jump button you have binded, it'll play his fighting quotes.

Offline barca769

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Re: How To Use Taunt?
« Reply #2 on: July 26, 2015, 11:53:14 AM »
Wow thanks

Offline denizthebest

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Re: How To Use Taunt?
« Reply #3 on: July 26, 2015, 11:55:17 AM »
If you mean you want him to play fighting quote's during fights, use this.

if IsButtonPressed(8, 0) then
  SoundPlayScriptedSpeechEvent(gPlayer, "FIGHT", 0, "large")

8 = Jump
So when you press the jump button you have binded, it'll play his fighting quotes.

Yes you are right,but i prefer using it on attack button so it'll play when you attack someone
but other than that its pretty much like shrimp showed

Offline Shrimp

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Re: How To Use Taunt?
« Reply #4 on: July 26, 2015, 12:04:04 PM »
Oooh yes, but when you press the attack button continuously it'll spam his voice like 50 times. I hate when that happens.

Offline denizthebest

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Re: How To Use Taunt?
« Reply #5 on: July 26, 2015, 01:09:03 PM »
Oooh yes, but when you press the attack button continuously it'll spam his voice like 50 times. I hate when that happens.
yes it does thats why i put Wait(12000) lol so it does it only every 12 seconds

Offline Shrimp

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Re: How To Use Taunt?
« Reply #6 on: July 26, 2015, 01:10:04 PM »
oh fuck, i forgot about the wait.

Offline denizthebest

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Re: How To Use Taunt?
« Reply #7 on: July 26, 2015, 01:37:36 PM »
oh fuck, i forgot about the wait.
lol :)

Offline denizthebest

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Re: How To Use Taunt?
« Reply #8 on: July 26, 2015, 01:39:09 PM »
This is how my code looks like
if IsButtonPressed(6, 0) then
  SoundPlayScriptedSpeechEvent(gPlayer, "FIGHT", 0, "large")
Wait(12000)
end
  end

Offline AlphaTech

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Re: How To Use Taunt?
« Reply #9 on: July 26, 2015, 04:01:08 PM »
Dude what about the fighting move, put the uppercut before the voice so it will be move then voice. Kind of like how Johnny's style works, did something similiar with the AI.

Offline Shrimp

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Re: How To Use Taunt?
« Reply #10 on: July 26, 2015, 04:36:25 PM »
Dude what about the fighting move, put the uppercut before the voice so it will be move then voice. Kind of like how Johnny's style works, did something similiar with the AI.

Do you mean this?

Code: [Select]
elseif IsButtonPressed(3, 0) and not PedIsValid(PedGetGrappleTargetPed(gPlayer)) then
PedSetActionNode(gPlayer, "/Global/Ambient/HarassMoves/HarassShort/Trip","Act/Anim/Ambient.act")
SoundPlayScriptedSpeechEvent(gPlayer, "TAUNT", 0, "large")

Just replace the action-node I have there and the TAUNT.

Offline denizthebest

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Re: How To Use Taunt?
« Reply #11 on: July 26, 2015, 07:19:45 PM »
Does it really matter?

Offline Shrimp

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Re: How To Use Taunt?
« Reply #12 on: July 26, 2015, 08:00:30 PM »
Yes, if he want's to play a action-node and speech event at the same time ffs.

Offline DaBOSS54320

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Re: How To Use Taunt?
« Reply #13 on: July 26, 2015, 08:07:20 PM »
Use SoundSpeechPlaying(ped,event) to make sure the ped isn't playing the speech event before setting it.

For example:
if IsButtonBeingPressed(3,0) and not SoundSpeechPlaying(gPlayer,"YOUR_SOUND") then
  SoundPlayScriptedSpeechEvent(gPlayer,"YOUR_SOUND")
end

Offline Shrimp

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Re: How To Use Taunt?
« Reply #14 on: July 26, 2015, 08:14:11 PM »
Use SoundSpeechPlaying(ped,event) to make sure the ped isn't playing the speech event before setting it.

For example:
if IsButtonBeingPressed(3,0) and not SoundSpeechPlaying(gPlayer,"YOUR_SOUND") then
  SoundPlayScriptedSpeechEvent(gPlayer,"YOUR_SOUND")
end

It stop's the current speech and play's the new one, so I don't think the SoundSpeechPlaying(ped,event) thing would help.