Viper Snake
Member
Big thanks to Dantedevil for reviving interest in this script and Piccolo for fixing it to work as intended!
Add this to your updated.c:
After player 1's rush counter stops counting the current combo, the corresponding .wav file will be played:
1-2 hits = Nothing plays
3 hits = Triple Combo
4 hits = Super Combo
5 hits = Hyper Combo
6 hits = Brutal Combo
7 hits = Master Combo
8 hits = Awesome Combo
9 hits = Blaster Combo
10 hits = Monster Combo
11 hits = King Combo
12 hits = Killer Combo
13 hits = Ultra Combo
14+ hits = Ultimate Combo
Download the Killer Instinct Announcer sounds here:http://www.mediafire.com/download/sykxisghb6rq5e7/KI+Announcer+Sounds.7z
Optionally, you can turn on OpenBOR's rush counter display by putting something like this in your levels.txt:
Add this to your updated.c:
Code:
void main(){
processRushCount();
}
void rushCountSound(int rush_count){
if (rush_count == 3) {
int iSnd = loadsample("data/sounds/hits3_triple.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 4){
int iSnd = loadsample("data/sounds/hits4_super.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 5){
int iSnd = loadsample("data/sounds/hits5_hyper.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 6){
int iSnd = loadsample("data/sounds/hits6_brutal.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 7){
int iSnd = loadsample("data/sounds/hits7_master.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 8){
int iSnd = loadsample("data/sounds/hits8_awesome.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 9){
int iSnd = loadsample("data/sounds/hits9_blaster.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 10){
int iSnd = loadsample("data/sounds/hits10_monster.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 11){
int iSnd = loadsample("data/sounds/hits11_king.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 12){
int iSnd = loadsample("data/sounds/hits12_killer.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count == 13){
int iSnd = loadsample("data/sounds/hits13_ultra.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
else if (rush_count >= 14){
int iSnd = loadsample("data/sounds/hitsx_ultimate.wav");
playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
}
void processRushCount(){
void vEnt = getplayerproperty(0, "entity"); // Player 1
if(vEnt != NULL()){
int lastRushCount = getentityvar(vEnt, "last_rush_count");
int rushCount = getentityproperty(vEnt, "rush_count");
if(lastRushCount != NULL() && rushCount < lastRushCount){ // Combo ended, play sound
rushCountSound(lastRushCount);
}
setentityvar(vEnt, "last_rush_count", rushCount);
}
}
After player 1's rush counter stops counting the current combo, the corresponding .wav file will be played:
1-2 hits = Nothing plays
3 hits = Triple Combo
4 hits = Super Combo
5 hits = Hyper Combo
6 hits = Brutal Combo
7 hits = Master Combo
8 hits = Awesome Combo
9 hits = Blaster Combo
10 hits = Monster Combo
11 hits = King Combo
12 hits = Killer Combo
13 hits = Ultra Combo
14+ hits = Ultimate Combo
Download the Killer Instinct Announcer sounds here:http://www.mediafire.com/download/sykxisghb6rq5e7/KI+Announcer+Sounds.7z
Optionally, you can turn on OpenBOR's rush counter display by putting something like this in your levels.txt:
Code:
rush 1 1 Hits: 4 4 Max! 4 4
p1rush 30 65 67 65 30 80 67 80