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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
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Jun. 10, 2005 06:55 am
Nice little routine mate,

One small detail, you only need to define the entity names and look for their targets once, then enter the continual while loop, so there is no need to restart the thread again.

[thumbs_up]
Grassy

Code:
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");

//dont need this line below
//thread slidedoor_slider();

}
}
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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 03:13 pm
OMG!!!. I wrote all that but never explained what my issue is...[banghead]

I cant get the sound to play...Can I get some help here?
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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: Saturday, Jun. 11, 2005 01:00 am
Do you have all of the necessary stuff in your .csv files???
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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: Saturday, Jun. 11, 2005 01:04 am
The next question. Do you have a script model in there to act as the source for your sound?
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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: Saturday, Jun. 11, 2005 06:12 am
ShosMeister writes...
Quote:
Do you have all of the necessary stuff in your .csv files???


Yes...im pretty sure that the csv files are correct...
I have 2 sounds in there at the moment...1 is looping (works)
and this one is nonlooping (not working at all)




lauramaegan writes...
Quote:
The next question. Do you have a script model in there to act as the source for your sound?


the 'gate' is a script_brushmodel..does it not serve the same purpose?

edited on Jun. 11, 2005 01:13 am by Horseman
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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: Saturday, Jun. 11, 2005 10:38 am
If I understand sounds in UO correctly, no.
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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: Saturday, Jun. 11, 2005 02:17 pm
Actually it works perfectly fine like that. What's in your .csv file? Post that.

I took a look at my elevator routine and it looks pretty much the same - I may be missing something small but ..... - The only thing I noticed is that I play the sound before starting the move. Not sure if it makes a difference or not but, WTH.
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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: Saturday, Jun. 11, 2005 06:51 pm
ShosMeister writes...
Quote:
Actually it works perfectly fine like that. What's in your .csv file? Post that.


So the script_brushmodel should work?


ok..my PK3 file:
soundload specs\mp\mp_testmap.csv
Quote:
#DEFAULTS
dialog_mp.csv
gmi_dialog_mp.csv
generic_mp_sound.csv
gmi_mp_weap_all_allied.csv
gmi_mp_artillery.csv

#VEHICLE
gmi_mp_artillery.csv
gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_ge.csv
gmi_mp_vehicles_us.csv

#MAP
mp_testmap.csv
door_sound.csv *(not used yet)


soundaliases\mp_testmap.csv
Quote:


flies, --, misc\flies2.wav, 1, 3, 1, 3, 120, 480, auto, --, --, looping, -- , -- , --
gate, -- , misc\gate.wav, 1, 1, 1, 1, 120, 800, auto, -- , -- , -- , -- , -- , --


sound\misc\*.wav:
Quote:
crow.wav
gate.wav
MetalDoorOpen.wav
MetalDoorClose.wav
flies.wav
flies2.wav
fire.wav
etc...
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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: Monday, Jun. 13, 2005 12:09 pm
Rats! I can't see anything wrong there. Do you have this put together in a small test map that you could zip up and post or e-mail?
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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: Wednesday, Jun. 15, 2005 02:24 am
I tore it all down and rebuilt from ground up...
GREAT.. I got a large steel gate with Sound now! thanks for all the help...now to add a remote switch that will work in conjuction with the local switch...any ideas?

edited on Jun. 14, 2005 09:24 pm by Horseman
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