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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: S&D Sound Problem
Carl21221
General Member
Since: Apr 13, 2006
Posts: 134
Last: Jul 31, 2015
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 12, 2009 03:08 pm
I have incorperated S&D into my MP map. However when the bomb site explodes, the explosion sound does not play. I have searched the forums and i have not found any relevent advice to solve this problem.

Anyone have any ideas?

edited on Sep. 12, 2009 11:08 am by Carl21221
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 12, 2009 06:40 pm
From what I can tell, the sound is set on the bombzone through "script_sound" and the SD gametype script doesn't play one. It is all done through the exploder. Make sure an entity your exploder has "script_sound" set to a sound alias.

For example, you have a Flak 88. On the destroyed model (one with a targetname of "exploder") you would set a key of "script_sound" and a value of "flak88_explode".
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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sherlokpwnz
General Member
Since: May 1, 2009
Posts: 95
Last: Jan 13, 2010
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Level 3
Category: CoD2 MP Mapping
Posted: Monday, Sep. 14, 2009 05:28 pm
Try and open up mp_matmata and go to the bombsite flak 88 by the stairs on the east side of the map and check out how they did it and kind of copy their technique.
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Tuesday, Sep. 15, 2009 01:30 am
If you have an _fx.gsc for the fx then add this to the file.....


main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{

level._effect["flak_explosion"] = loadfx ("fx/explosions/flak88_explosion.efx");

}




***NOTE
The above is from one of my cod2 maps and there is more stuff in my _fx.gsc but I removed it so as not to cause more confusion. Also, you may have a _fx.gsc so if you do then just make sure to add the stuff that I have provided to what you have already. If you have some of the coding already then just add what is different or you will have problems with duplication of code.

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