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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: Scripted door with sound
lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, May. 24, 2005 08:06 pm
yes it should also work with one script model just have to change the callout to the one that you keep. I did this kind of quick and have not done much playing around with the sounds. But this does wwork as it is.
BTW these sounds are for a metal door and might not be perfect but you'll get the idea.

Here is the csv stuff it goes in your soundaliases/yourmapname.csv:
#doors
dooropen,,doors/door_metal_open.wav,1,4,,,180,300,auto,loaded,,,master,,
doorclose,,doors/door_metal_closeend.wav,1,4,,,180,300,auto,loaded,,,master,,

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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Wednesday, May. 25, 2005 02:43 pm
Brilliant thank you, i'll post back if it works or not.

Cheers Azz
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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Wednesday, May. 25, 2005 05:31 pm
YAY, the door sounds work perfectly BUT, yes thers always a but, the problem is you cant hear any other sounds like gunfire, footsteps, ambient, etc etc.
Anybody know how to get the sounds back but without getting rid of the door sounds?

Cheers
Azz
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, May. 25, 2005 11:14 pm
double check your soundloadspecs csv and your soundaliases csv because you should not have lost the rest of your sounds from adding this.
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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Thursday, May. 26, 2005 04:29 pm
double triple and quadruple checked and can't find anything wrong they are exactly as you posted...

arr this is driving me nuts lol

Azz
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, May. 26, 2005 08:32 pm
Post them both so we can get a look at them.
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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Friday, May. 27, 2005 09:03 am
Ok, i'll post them as soon as i'm home, I'm at school right now...geography..:(

oh oh teachers cumin gtg

bye

azz
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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Jun. 2, 2005 05:08 pm
Did you ever get it working Azz????
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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Thursday, Jun. 2, 2005 10:21 pm
No, not yet sm m8 but still working on it (slowly)


[lol]
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Horseman
General Member
Since: May 12, 2005
Posts: 99
Last: Apr 20, 2011
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Friday, Jun. 10, 2005 04:52 am
Ok..im too old for this...Im starting to get frustrated.
Here is my script ( I used one from DadofAzz's doortest Tut)
Quote:

main()
{
thread slidedoor_slider ();
}

slidedoor_slider()
{
slidedoor=getent("gate","targetname");
trig=getent("slideopen","targetname");
while(1)
{
trig waittill ("trigger");
slidedoor movex (190,2,0.5,0.2);

slidedoor playsound ("gate");

slidedoor waittill ("movedone");
wait (4);
slidedoor movex (-190,2,0.5,0.2);
slidedoor playsound ("gate");

slidedoor waittill ("movedone");
thread slidedoor_slider();

}
}


Key/Values for the gate:
classname: script_brushmodel
targetname: gate

Key/Values for the trigger:
classname: trigger_use
targetname: slideopen
hintstring: STAND CLEAR WHILE GATE IS IN MOTION!


Is this enough info to diagnose the issue?


edited on Jun. 9, 2005 11:59 pm by Horseman
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