There seem to be a couple of errors in your soundalias, as the sounds dont seem to be playing on the right bus channel.
Here is what I believe will work:
Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
#Ambiance,,,,,,,,,,,,,,,,,,,,,,,
radiosound,,radio/germanradio1.wav0.4,0.5,,0.9,1.1,1,300,auto,streamed,,looping,,all_mp,,,,,,,,
incoming,,Explosions/incoming06.wav,0.5,0.65,explosion,0.9,0.9,1000,8000,,streamed,,,0.7,,,,,,,,,
explosion,,Explosions/mortar_dirt06.wav,0.5,0.65,explosion,0.9,0.9,1000,8000,,streamed,,,0.7,,,,,,,,,
Also, your code could do with some sprucing up. Try this instead:
Code:
main227750">()
227750">{
level227750">._effect227750">["Arthit_gnd"227750">] 227750">= loadfx227750">("fx/explosions/artilleryExp_dirt_brown.efx"227750">);
level227750">._effect227750">["Arthit_water"227750">] 227750">= loadfx227750">("fx/explosions/mortarExp_water_rhine.efx"227750">);
level227750">._effect227750">["impact_mud"227750">] 227750">= loadfx227750">("fx/impacts/large_mud.efx"227750">);
227750">thread barrage227750">();
227750">}
barrage227750">()
227750">{
trig 227750">= getent 227750">("trig_b1"227750">,"targetname"227750">);
sounds 227750">= getent 227750">("b1_sound"227750">,"targetname"227750">);
radio 227750">= getent227750">("radio"227750">,"targetname"227750">);
hit1 227750">= getent 227750">("artstr_b1_7"227750">,"targetname"227750">);
hit2 227750">= getent 227750">("artstr_b1_6"227750">,"targetname"227750">);
hit3 227750">= getent 227750">("artstr_b1_1"227750">,"targetname"227750">);
hit4 227750">= getent 227750">("artstr_b1_3"227750">,"targetname"227750">);
hit5 227750">= getent 227750">("artstr_b1_5"227750">,"targetname"227750">);
hit6 227750">= getent 227750">("artstr_b1_4"227750">,"targetname"227750">);
hit7 227750">= getent 227750">("artstr_b1_2"227750">,"targetname"227750">);
trig waittill trigger227750">();
radio playLoopSound227750">("radiosound"227750">);
wait 227750">(5227750">);
227750">//explosioner
227750">//1
hit1 playsound227750">("incoming"227750">);
waittill227750">("movedone"227750">);
hit1 playsound227750">("explosion"227750">);
playfx227750">( level227750">._effect227750">["Arthit_gnd"227750">], hit1227750">.origin 227750">);
playfx227750">( level227750">._effect227750">["impact_mud"227750">], hit1227750">.origin 227750">);
earthquake227750">( 0227750">.3227750">, 3227750">, hit2227750">.origin227750">, 5000 227750">);
radiusDamage227750">( hit2227750">.origin227750">, 4000227750">, 8000227750">, 1000 227750">);
wait 227750">(2227750">);
227750">//2
playfx227750">( level227750">._effect227750">["Arthit_gnd"227750">], hit2227750">.origin 227750">);
playfx227750">( level227750">._effect227750">["impact_mud"227750">], hit2227750">.origin 227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit2227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit2227750">.origin227750">, 4000227750">, 8000227750">, 1000227750">);
wait 227750">(1227750">);
227750">//3
playfx227750">(level227750">._effect227750">["Arthit_water"227750">], hit3227750">.origin227750">);
playfx227750">(level227750">._effect227750">["impact_mud"227750">], hit3227750">.origin 227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit3227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit3227750">.origin227750">, 4000227750">, 8000227750">, 1000227750">);
227750">//4
playfx227750">(level227750">._effect227750">["Arthit_gnd"227750">], hit4227750">.origin227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit4227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit4227750">.orign227750">, 4000227750">, 8000227750">, 1000227750">);
wait 227750">(1227750">);
playfx227750">(level227750">._effect227750">["Arthit_gnd"227750">], hit5227750">.origin227750">);
playfx227750">(level227750">._effect227750">["impact_mud"227750">], hit5227750">.origin227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit5227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit5 4000227750">, 8000227750">, 1000227750">);
wait 227750">(1227750">);
playfx227750">(level227750">._effect227750">["Arthit_gnd"227750">], hit6227750">.origin227750">);
playfx227750">(level227750">._effect227750">["impact_mud"227750">], hit6227750">.origin227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit6227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit6227750">.origin227750">, 4000227750">, 8000227750">, 1000227750">);
playfx227750">(level227750">._effect227750">["Arthit_water"227750">], hit7227750">.origin227750">);
earthquake227750">(0227750">.3227750">, 3227750">, hit7227750">.origin227750">, 5000227750">);
radiusDamage227750">(hit7227750">.origin227750">, 4000227750">, 8000227750">, 1000227750">);
wait 227750">(10227750">);
227750">}
Once you've gotten an entity with getEnt() (or getEntArray()) there is no need to get its origin again with getOrigin(), as its redundant.
Also, if you use getOrigin(), and you move an entity, you need to get the origin again after the move, as the getorigin() funtion only returns the current origin, whereas the game will "track" the entity with getEnt() and then use its origin flag there after - ent.origin will always return its origin whether or not its been moved or not.
edited on Jun. 12, 2009 02:36 am by DemonSeed