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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: adding fire sound cod 2 sp mapping
ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 22, 2009 08:45 pm
now, when I know about the soundaliases and ambient...I want to find out how to add sound to fire [confused]
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COD4GRC
General Member
Since: Aug 12, 2007
Posts: 44
Last: Jan 30, 2010
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Level 2
Category: CoD2 SP Mapping
Posted: Thursday, Oct. 22, 2009 09:10 pm
Dear IvanFilip,

Please go to your main folder. Copy all .iwd's and rename .iwd to.zip.
Install WinRAR and extract all zip files in the same folder.

Now go to {folder}\maps and read all .gsc files

Now you can search first, before starting a new thread for every stupid question. [duh]
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 05:18 am
dear cod4grc, if you cannot tell me how to do it you shouldnt respond me at first. I am sorry if thats bugging you, that I am asking one, i think! simple question on which i would like an answer. I am not such a good scripter so I ask You! all for the help. I am only 14 years old, and I come from Croatia, but I am making very nice maps. If you give me your email I will send you my new map project, in which in my _fx.gsc I already got fire and smoke, but they have no sound, but thats not the thing, you should see the design of my map. After all, I will release it one day, ofcourse on modsonline, and be proud that some guy play my first singleplayer map, beacuse I really like mapping, and I am excellent in school (if that's important to say). Well! Thank you for your post, I am sure there's someone that would enjoy to help me out with the sound of fire. You really can't imagine how proud I was on myself when I learned how to add rain :)

Regards,

Ivan Filip.

p.s. I was searching (before I joined here) for the web sites with guys that are good to help other guys, as some other help them as well...but I think this is the best site for that stuff, beacuse I really learned much, and I really like when the guys are ready to help, and ready to be patient, for the bad scripters as I am :)



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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 09:09 am
Hmm, you'll have to forgive me if I get something wrong - I really must download the COD2 tools again!


Anyway, you have to setup the required sounds in in your soundalias.csv, the name that you use in there is very important as you will need it in the next bit. (nameofyoursound)

For playing sound on an object:

(you could have this function in your level script or in a seperate script file)

Place a script_origin in your level, press "N" and give it a key: targetname

value: firesound

Copy this everywhere you want your fire sounds (and for any future sounds just change the targetname and the following script to suit).

sounds()
{
// firesound is all the places you want fire
firesound = getEntArray( "firesound", "targetname" );
firesound playSound( "nameofyoursound" );
}

You can also play sound at coordinates, I've never used this but:

more_sounds()
{
level playSoundInSpace( "nameofyoursound", (100,-100,0) );
}

edited on Oct. 23, 2009 05:10 am by techno2sl
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
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Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 11:25 am
thank you techno sl! but shall i search the iwd's for the .csv fire sound code?

p.s.i would really be thankfull to you if you install it :)
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 11:39 am
shall i use this?

#Firesound,,,,,,,,,,,,,,,,,,
firesound_sptestmap,,fire/Fire_Med_loop02.wav,0.45,,firesound,,,,,local,streamed,,looping,,sptestmap,,,,,,sptestmap

[casanova]

nope its not working
edited on Oct. 23, 2009 07:40 am by IvanFilip
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 11:44 am
FOUND IT!: medfire,,fire/Fire_med_loop02.wav,0.6,0.6,na,0.82,0.82,5,600,auto,streamed,,looping,,,,,,,,,,

still nyet working

i have added after "looping", two ",," and sptestmap still no

edited on Oct. 23, 2009 07:46 am by IvanFilip

edited on Oct. 23, 2009 07:46 am by IvanFilip

alright: this is my gsc

//BEGGINING OF GSC
main()
{

setCullFog (300, 3500, 25/256, 45/256, 48/256, 0.1);

maps\_flak88::main("xmodel/german_artillery_flak88_nm");
maps\_load::main();
maps\sptestmap_fx::main();
ambientPlay("ambient_sptestmap");

level.player takeallweapons ();
level.player giveWeapon("colt");

level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("thompson");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");

springfield = getent("springfield_obj","targetname");

objective_add(1, "active", "Find a springfield somewhere in this yard and pick it up.", springfield .origin);
objective_current(1);

while(!level.player hasweapon("springfield"))
wait .1;

objective_state(1, "done");

obj2();

}

obj2()
{
officer = getent("officer","targetname");
objective_add (2, "active", "Take out enemy officer.", officer.origin);
objective_current (2);
officer thread obj2_follow();
officer waittill("death");
objective_state(2, "done");

}

obj2_follow()
{
self endon("death");
while (1)
{
wait 0.5;
objective_position(2, self.origin);
}


thread mission_end_trig();
}

mission_end_trig()
{
endtrig=getent("endtrigger", "targetname");
endtrig waittill("trigger");

missionsuccess("credits",true);

}

firesound()

{

trig = getent("firesound_trig","targetname"); //calls the trigger

firesound = getent("firesound","targetname"); //a script origin or an actor

trig waittill ("trigger"); //waittill touched

firesound playsound("firesound"); //tell the origin or actor to play the sound

}
//END OF GSC


this is my csv:

#this is my sptestmap soundaliases

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


#Ambient,,,,,,,,,,,,,,,,,,
ambient_sptestmap,,ambient/amb_newvillers_rainhvy.mp3,0.45,,ambience,,,,,local,streamed,,looping,,sptestmap,,,,,,sptestmap

#Firesound,,,,,,,,,,,,,,,,,,
medfire,,fire/Fire_med_loop02.wav,0.6,0.6,na,0.82,0.82,5,600,auto,streamed,,looping,,sptestmap,,,,,,,,,,

#end


i can play, but i dont hear the sound...
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 12:22 pm
firesound playsound("firesound"); //tell the origin or actor to play the sound

I don't think this will work with an actor - not sure but it would be very weird hehe.

Change the

firesound playsound("firesound");

("firesound") to ("medfire")

firesound playsound("medfire");

So this tells any entities with targetname firesound to play the sound "medfire" which references the sound name you used in the .csv.

From your soundalias

medfire =

the name of your sound to be used in script (this can be anything you want but like this suggests "medium fire" it should be clear what kind of sound it is and make sure your scripts always change to suit the reference names you use in the soundalias.

fire/Fire_med_loop02.wav = the location of the sound

If you read the header at the top of your .csv file it tells you how the sound line is built "name,sequence,file" etc


edited on Oct. 23, 2009 08:26 am by techno2sl
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 12:28 pm
thx techno2sl, "i owe you one" :)
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ivan_cro
General Member
Since: Jul 21, 2008
Posts: 463
Last: Oct 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Oct. 23, 2009 12:42 pm
not working :(

i got this in my script:

firesound()

{

trig = getent("firesound_trig","targetname");

firesound = getent("medfire","targetname");

trig waittill ("trigger"); //waittill touched

firesound playsound("medfire");

}

and i dont hear it in game...but i have set up the script_origin and .csv as you saw :)
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