// NOTE: IF YOU DISABLE AN EVENT, FOR EXAMPLE "HEADSHOT EVENT", THE HEAD SHOT SOUNDS WILL NOT BE PRECACHED. // NOTE: REGARDING HUD MESSAGES [TE_TEXTMESSAGE], USE THE EMPTY VALUE TO SET NO HUD MESSAGES. // NOTE: IF YOU DISABLE THE PLUGIN, NO SOUNDS WILL BE PRECACHED. # ENABLES OR DISABLES THE PLUGIN. ENABLE/DISABLE PLUGIN = 1 # HUD MESSAGES IN RGB [RED, GREEN, BLUE]. # NOTE: USE UNDERLINE FOR RANDOM VALUE. THE UNDERLINE IS '_'. # NOTE: THE MAXIMUM VALUE IS 255 AND THE MINIMUM VALUE IS 0. HUDMSG RED = _ HUDMSG GREEN = _ HUDMSG BLUE = _ # KILLS STREAK. # NOTE: SOUNDS LIKE MONSTER KILL, GOD LIKE, MULTI KILL, MEGA KILL, TRIPLE KILL, ... # NOTE: YOU CAN MODIFY THE "REQUIREDKILLS" VALUES. # NOTE: YOU CAN ALSO MODIFY THE MESSAGES THAT WILL BE SENT TO THE PLAYERS. # NOTE: YOU CAN ALSO ADD OR REMOVE SOUNDS FROM THIS LIST. # NOTE: THERE'S NO SOUNDS LIMIT. KILLSTREAK EVENT = 1 ; Sounds structure: ; SOUND = {soundnumber} REQUIREDKILLS {kills} = {sound} ; SOUND = {soundnumber} MESSAGE @ %s {message} SOUND = 1 REQUIREDKILLS 3 = QuakeSounds/triplekill.wav SOUND = 1 MESSAGE @ %s is on TRIPLE KILL! SOUND = 2 REQUIREDKILLS 5 = QuakeSounds/multikill.wav SOUND = 2 MESSAGE @ %s is on MULTI KILL! SOUND = 3 REQUIREDKILLS 6 = QuakeSounds/rampage.wav SOUND = 3 MESSAGE @ %s is on RAMPAGE! SOUND = 4 REQUIREDKILLS 7 = QuakeSounds/killingspree.wav SOUND = 4 MESSAGE @ %s is on a KILLING SPREE! SOUND = 5 REQUIREDKILLS 9 = QuakeSounds/dominating.wav SOUND = 5 MESSAGE @ %s is DOMINATING! SOUND = 6 REQUIREDKILLS 11 = QuakeSounds/unstoppable.wav SOUND = 6 MESSAGE @ %s is UNSTOPPABLE! SOUND = 7 REQUIREDKILLS 13 = QuakeSounds/megakill.wav SOUND = 7 MESSAGE @ %s made a MEGA KILL! SOUND = 8 REQUIREDKILLS 15 = QuakeSounds/ultrakill.wav SOUND = 8 MESSAGE @ %s made an ULTRA KILL! SOUND = 9 REQUIREDKILLS 16 = QuakeSounds/eagleeye.wav SOUND = 9 MESSAGE @ %s has an EAGLE EYE! SOUND = 10 REQUIREDKILLS 17 = QuakeSounds/ownage.wav SOUND = 10 MESSAGE @ %s OWNS! SOUND = 11 REQUIREDKILLS 18 = QuakeSounds/ludicrouskill.wav SOUND = 11 MESSAGE @ %s made a LUDICROUS KILL! SOUND = 12 REQUIREDKILLS 19 = QuakeSounds/headhunter.wav SOUND = 12 MESSAGE @ %s is a HEAD HUNTER! SOUND = 13 REQUIREDKILLS 20 = QuakeSounds/whickedsick.wav SOUND = 13 MESSAGE @ %s is WICKED SICK! SOUND = 14 REQUIREDKILLS 21 = QuakeSounds/monsterkill.wav SOUND = 14 MESSAGE @ %s made a MONSTER KILL! SOUND = 15 REQUIREDKILLS 23 = QuakeSounds/holyshit.wav SOUND = 15 MESSAGE @ HOLY SHIT! %s GOT ANOTHER ONE! SOUND = 16 REQUIREDKILLS 24 = QuakeSounds/godlike.wav SOUND = 16 MESSAGE @ %s IS G O D L I K E !!! # IF YOU WANNA ADD ANOTHER KILLS STREAK SOUND, IT WILL BE THE SOUND WITH NUMBER '17'. # HEADSHOT # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME. # NOTE: EXAMPLE OF HUD MESSAGE FOR HEADSHOT: "%s REMOVED %s's HEAD!" (WITHOUT QUOTES). # NOTE: THIS HUD MESSAGE WILL BE SENT TO ALL PLAYERS (NOT ONLY TO THE KILLER OR ONLY TO THE VICTIM). # NOTE: I SUGGEST TO LEAVE THE MESSAGE EMPTY ON POPULATED GAME SERVERS. # NOTE: BUT IT LOOKS FINE ON DAY OF DEFEAT. HEADSHOT EVENT = 1 HEADSHOT ONLY KILLER = 1 HEADSHOT SOUNDS = QuakeSounds/headshot.wav , QuakeSounds/headshot2.wav , QuakeSounds/headshot3.wav HEADSHOT HUDMSG = # SUICIDE # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE VICTIM. SUICIDE EVENT = 1 SUICIDE SOUNDS = QuakeSounds/suicide.wav , QuakeSounds/suicide2.wav , QuakeSounds/suicide3.wav , QuakeSounds/suicide4.wav SUICIDE HUDMSG = %s KNOWS HOW THE KILL COMMAND WORKS! # GRENADE KILL # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME. NADE EVENT = 1 NADE SOUNDS = QuakeSounds/nade.wav NADE HUDMSG = %s MADE A PRECISION THROW TO %s # TEAM KILL # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME. TEAMKILL EVENT = 1 TEAMKILL SOUNDS = QuakeSounds/teamkiller.wav TEAMKILL HUDMSG = %s IS SICK! # KNIFE KILL # NOTE: THE HUDM ESSAGE STRUCTURE IS "%s {MESSAGE} %s {MESSAGE}", WHERE THE FIRST '%s' IS THE KILLER NAME AND THE NEXT '%s' IS THE VICTIM NAME. KNIFE EVENT = 1 KNIFE SOUNDS = QuakeSounds/knife.wav , QuakeSounds/knife2.wav , QuakeSounds/knife3.wav KNIFE HUDMSG = %s SLICED AND DICED %s! # FIRST BLOOD # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME. FIRSTBLOOD EVENT = 1 FIRSTBLOOD SOUNDS = QuakeSounds/firstblood.wav , QuakeSounds/firstblood2.wav , QuakeSounds/firstblood3.wav FIRSTBLOOD HUDMSG = %s made the FIRST BLOOD! # ROUND START # NOTE: THE HUD MESSAGE STRUCTURE IS "{MESSAGE}", THE MESSAGE YOU WANT, DON'T USE '%s' HERE! ROUNDSTART EVENT = 1 ROUNDSTART SOUNDS = QuakeSounds/prepare.wav , QuakeSounds/prepare2.wav , QuakeSounds/prepare3.wav , QuakeSounds/prepare4.wav ROUNDSTART HUDMSG = PREPARE TO FIGHT! # DOUBLE KILL # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER NAME. DOUBLEKILL EVENT = 1 DOUBLEKILL SOUNDS = QuakeSounds/doublekill.wav , QuakeSounds/doublekill2.wav DOUBLEKILL HUDMSG = WOW, %s made a DOUBLE KILL! # HATTRICK # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE LEADER NAME, THE PLAYER WITH MOST KILLS FOR THIS ROUND. # NOTE: THE 'MIN FRAGS FOR HATTRICK' MEANS HOW MANY FRAGS YOU SHOULD DO THIS ROUND TO APPEAR AT THE ROUND END AS "<%> WAS UNREAL THIS ROUND!". HATTRICK EVENT = 1 HATTRICK SOUNDS = QuakeSounds/hattrick.wav HATTRICK HUDMSG = %s WAS UNREAL THIS ROUND! MIN FRAGS FOR HATTRICK = 7 # FLAWLESS VICTORY # NOTE: THE HUD MESSAGE STRUCTURE IS "{MESSAGE} %s {MESSAGE}", WHERE '%s' IS THE TEAM NAME. # NOTE: YOU CAN SET THE TEAM NAMES TO BE SHOWN. YOU CAN USE FOR EXAMPLE 'TERRO' INSTEAD OF THE DEFAULT VALUE 'TERRORIST'. FLAWLESS VICTORY = 1 FLAWLESS SOUNDS = QuakeSounds/flawless.wav FLAWLESS VICTORY HUDMSG = FLAWLESS %s VICTORY! TERRO TEAM NAME = TERRORIST CT TEAM NAME = COUNTER-TERRORIST # REVENGE # NOTE: THE HUD MESSAGE STRUCTURE IS "%s {MESSAGE}" OR "{MESSAGE} %s", WHERE '%s' IS THE KILLER OR THE VICTIM NAME. # NOTE: IF 'REVENGE ONLY FOR KILLER' IS SET TO 1, THE VICTIM WILL NOT HEAR THE SOUND. REVENGE EVENT = 1 REVENGE ONLY FOR KILLER = 0 REVENGE SOUNDS = QuakeSounds/payback.wav REVENGE KILLER MESSAGE = YOU'VE PAID %s BACK! REVENGE VICTIM MESSAGE = %s HAS JUST PAID YOU BACK!