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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Funcition door rotate
Feindflug
General Member
Since: Aug 14, 2004
Posts: 103
Last: Feb 20, 2006
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Feb. 14, 2005 08:04 am
I have problems with my door making sounds and also with the lighting, the sun shines through the solid door and cut lines onto the building floor, how do i stop this light and how do i give my function door rotate a sound csv soundalias to play, or misc sound wav file to start playing when the door is used?
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T.E.C.-Leader
General Member
Since: Sep 23, 2004
Posts: 214
Last: May 4, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Feb. 14, 2005 03:39 pm
Door sounds:

Make a func_door_rotating brush with it`s origin, give it a target key and a targetname key.

Then you`d have to make a .gsc file for that door (yup that`s 1/door, I got 20+ doors in my map, so 20+ "doorX.gsc files) and put this code in it:

Code:
----------------------------------------------------------------------
main()
{
thread doors();
}

doors()
{
sound = getent("YOURTARGETNAME","targetname");
door = getent ("YOURTARGET", "target");
door waittill ("trigger");
sound playsound("open");
wait (3.8);
sound playsound("close");
self thread doors();
return;
}

-----------------------------------------------------------------------

In your soundalias file make sure you have the entries for "open" and "close" sounds, would look like this:

Code:
-----------------------------------------------------------------------
,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound. If a number, then this sound won't exceed this volume whenever any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps.",,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,,null.wav,,,,,,,,,,,,,

#DOORS
open,1,PATH/SOUNDFILENAME,0.9,1.2,,,180,300,auto,,,,,
close,2,PATH/SOUNDFILENAME,0.9,1.2,,,180,300,auto,,,,,
-----------------------------------------------------------------------

Don`t forget you need one .gsc file per door, and don`t forget to update each with their specific target and targetname!

Then you need to have your main .gsc file calling those door.gsc files, like this:

Code:
----------------------------------------------------------------------
maps\mp\door1::main();
maps\mp\door2::main();
----------------------------------------------------------------------
And so on...

Finally, you need your soundloadspecs to call your soundalias file...

You can check other uo maps to see how these files are all related, how they point to each other...

You`ll see it works fine, pretty easy stuff, once you know it lol

Good Luck!

T.E.C.-Leader

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marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 10:44 am
Make a func_door_rotating brush with it`s origin, give it a target key and a targetname key.

sorry but how can i do it?
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Mr_Dallas
General Member
Since: Dec 21, 2004
Posts: 60
Last: Apr 6, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 11:21 am
marco,

check this SOF2 tutorial. it works for CODUO aswell.

http://www.modsonline.com/index.php?mod=Tutorials&op=read&id=14
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T.E.C.-Leader
General Member
Since: Sep 23, 2004
Posts: 214
Last: May 4, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 06:33 pm
Marco.Polo, I suppose u know how to make a rotating door. To give it target and targetname, you simply need to select both the door and it`s origin, and then press"n". This will open the entity window.

There you give it a key: target and a value: whatyouwant
and also a key: targetname and a value: whatyouwant

the targetname`s value must be different fron the target`s value. Exemple:
Code:

key: target value: door1
key: targetname value: sound1



Hope it clarifies the situtation [casanova]

Cheers,

T.E.C.-Leader
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marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 10:05 pm
all clear,thanks
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T.E.C.-Leader
General Member
Since: Sep 23, 2004
Posts: 214
Last: May 4, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Wednesday, Feb. 23, 2005 11:11 pm
NP m8 [smokin]

Good luck with that

T.E.C.-Leader
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