Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 46 Guests
Online:

LATEST FORUM THREADS

»
Call of DutyŽ: WWII
CoD WW2 General
SOF2 Prefabs map
SoFII Mapping
coduo mapping tools
CoDUO Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: Spawns / FX / Ziplines ?
HarryNutz
General Member
Since: May 5, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Feb. 17, 2012 08:56 am
1. I looked high and low and couldn't find anything on the best method of doing spawns and what if anything is done different for the various other gametypes.

2. FX... I already have my sound in raw/maps/createfx (mp_ag_town_fx.gsc)

main()
{
thread globalSoundFx();
}
globalSoundFx()
{
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -3080, -984, -649 ), 1);
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -2817, -1117, -793 ), 1);
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -2817, -828, -793 ), 1);
maps\mp\_fx::loopSound ("idling_truck", ( -1600, -744, -1016 ), 1);
maps\mp\_fx::loopSound ("police_radio", ( -1688, -536, -1016 ), 1);
}

I was told to use the following, but to add it into mp_mapname_fx.gsc, but if my sound is in there I'm not sure if it also goes in there somehow, or am I creating a 2nd mp_mapname_fx.gsc in another folder or what.

main()
{
level._effect[ "flies" ] = loadfx( "misc/insects_carcass_flies_a" );
ent = maps\mp\_utility::createOneshotEffect( "misc/insects_carcass_flies_a" );
ent.v[ "origin" ] = ( -100, 1380, 104 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "flies";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "insects";

}

3. Are ziplines possible in CoD4? Any tuts around if so?
Share |
HarryNutz
General Member
Since: May 5, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Feb. 17, 2012 10:19 am
So I added:

main()
{
level._effect[ "flies" ] = loadfx( "misc/insects_carcass_flies_a" );
ent = maps\mp\_utility::createOneshotEffect( "misc/insects_carcass_flies_a" );
ent.v[ "origin" ] = ( -100, 1380, 104 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "flies";
ent.v[ "delay" ] = -1;
ent.v[ "soundalias" ] = "insects";

}

To another mp_mapname_fx in my maps/mp folder... added it to my zone, but when I get into the map... there is nothing to be seen an no errors being thrown.
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Friday, Feb. 17, 2012 02:25 pm
2. you can put the sound code into the map_fx.gsc together with everything else, e.g.

Code:
main()
{
level._effect[ "flies" ] = loadfx( "misc/insects_carcass_flies_a" );
ent = maps\mp\_utility::createOneshotEffect( "misc/insects_carcass_flies_a" );
ent.v[ "origin" ] = ( -100, 1380, 104 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "flies";
ent.v[ "delay" ] = -1;

thread globalSoundFx();
}

globalSoundFx()
{
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -3080, -984, -649 ), 1);
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -2817, -1117, -793 ), 1);
maps\mp\_fx::loopSound ("ac_unit_window_loop", ( -2817, -828, -793 ), 1);
maps\mp\_fx::loopSound ("idling_truck", ( -1600, -744, -1016 ), 1);
maps\mp\_fx::loopSound ("police_radio", ( -1688, -536, -1016 ), 1);
}


But if you add fx with soundalias - ent.v[ "soundalias" ] = "insects";
that should work too.

If u can't see or here something ingame, check out the console log (Shift + ~ or Shift + ^) if it says something about missing fx or sound

if you run in dev mode, the game should write missing things into the missingassets.csv, so check this out too (make sure u run game as admin if it's Vista / 7 and installed on system partition)

double-check your soundalias file, if everything is correct (alias name, sound file path) and that it's got the first line right:
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,center percentage,platform,envelop_min,envelop_max,envelop percentage


Also, make sure the mapname_fx.gsc script gets called by the main map script mapname.gsc:
Code:
main()
{
maps\mp\mapname_fx::main();
// more code...
}
Share |
IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 17, 2012 03:57 pm
You got my vote. Annoying indeed (sometimes it does work correctly though)
Share |
DeekCiti
General Member
Since: Mar 12, 2008
Posts: 1293
Last: Jul 8, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Friday, Feb. 17, 2012 11:29 pm
Sorry I haven't been around to help you finish this up, just been extremely busy.

Did you add the effect to your zone file?


Code:
fx,misc/insects_carcass_flies_a
Share |
HarryNutz
General Member
Since: May 5, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 19, 2012 01:44 am
NP Deek... I understand RL is more important [cry]


LOL

Anyway, I got the fx and sounds all working. Though if you or anyone else might mind chiming in on a volume question.

When using the original ent.v code it seemed my volumes were higher and of course we used the 1 liner code and it fixed my issue of echoing sounds, but the volumes for some reason were drastically reduced.

And when I say "reduced"... its massively lower then what the volume is when I play it in windows. For example: I needed a sound for a large water splash effect and found a nice sound of a waterfall that was perfect. I actually had to turn down my headset a bit, but when placed in game... it was low. I ran it through Audacity and freakin cranked up the gain like +8 or + 9 and still in game it seems a bit low for my liking.

I used those commands in game I was given in a previous thread... and Im scratching my head about why the vol shows like 0.19???

And what exactly does the vol_min and vol_max do? I assumed it meant that it would start the sound off at the minimum volume and then increase to the max depending upon what your dist_min and dist_max were.

Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 19, 2012 04:40 am
Quote:
vol_min and vol_max do? I assumed it meant that it would start the sound off at the minimum volume and then increase to the max depending upon what your dist_min and dist_max were.

That's right, however, it's not linear.

Assume vol_min = 0 and vol_max = 1
dist_min = 0, dist_max = 200

in the middle of the distance range, 100 units, sound wouldn't be 0.5, as sound falls off quadratic rather than linear in real world. Nonetheless, the behaviour can be different in games using custom fall off curves. So you gotta check out some stock soundaliases what they use as distances, volumnes and fall off types.
Share |
HarryNutz
General Member
Since: May 5, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Sunday, Feb. 19, 2012 06:08 pm
Yea, dont quite comprehend fully... but been messing with it and its gotten a little better.
Share |
Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Monday, Feb. 20, 2012 05:20 pm
what happens if you set vol_min and vol_max to 1.0?

And is the sound already loud enough if you stand really close?
Share |
HarryNutz
General Member
Since: May 5, 2011
Posts: 182
Last: Mar 26, 2012
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Monday, Feb. 20, 2012 08:11 pm
Upping the vol_min seems to be doing the trick. But today we had another weird issue. Couple clan members couldnt hear the air conditioning sound at all (or very low) and I could hear it fine. Had it set for vol_min 0.2 and vol_max 0.5 and even weirder is one member could hear the sound yesterday. LOL

Im bumping up the vol on a few of them and will see what difference it makes for those users. Funny cause my sound card is easily about 7 yrs old versus everyone else doesnt have one older then 3 yrs. [crazy]
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»