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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: Plane sounds Pt 2 ?!
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 01:35 pm
Ok Paulo, ya not gonna believe this but I have been testing things out in your beta copy I have...

I tried all sorts of things, modified the alias settings ( little better) but no sound when over near the water.

What is causing it is the cullfog setting you are using, nothing wrong with it mind you but that is what's stopping the sound from starting of all things.

So your only option is to make the sound play on a centrally located script_model I think as you dont want to reduce the cullfog just for plane sounds.

Also here is an updated plane script with a bit more randomness...

Code:
//plane flyover script
//#stuka sounds,,,,,,,,,,,,,,,
//stuka_flyby,,vehicles/stuka_by02.wav,1.5,2,0.8,1.1,100000,,auto,,,,,

main()  { 

level thread planes(); 
} 


planes()  { 
level.PlaneSpeed = 3.5; 

stuka1 = getent ("stuka1","targetname"); 
temp1 = getent (stuka1.target,"targetname"); 
stuka1.dest = temp1.origin; 
stuka1.start = stuka1.origin; 
stuka1 hide();

stuka2 = getent ("stuka2","targetname"); 
temp2 = getent (stuka2.target,"targetname"); 
stuka2.dest = temp2.origin; 
stuka2.start = stuka2.origin; 
stuka2 hide();

stuka3 = getent ("stuka3","targetname"); 
temp3 = getent (stuka3.target,"targetname"); 
stuka3.dest = temp3.origin; 
stuka3.start = stuka3.origin; 
stuka3 hide();


wait(randomint(20)+5); 

while (1)  { 
   stuka1 thread plane_flyby("stuka_flyby"); 
   wait(1); 
   stuka2 thread plane_flyby("stuka_flyby");
   wait(1);
   stuka3 thread plane_flyby("stuka_flyby");
   pause = (randomint(50)+20);
   wait(pause);
   } 
} 


plane_flyby(sound) 
{ 
// If you specified a sound to play then play it 
if (isdefined(sound))  { 
   self playsound(sound); 
   }
   
wait(17);

self show(); 

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1); 
self waittill("movedone");
self hide(); 
self.origin = self.start; 
} 


Grassy
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 02:35 pm
[jumping][jumping][jumping][jumping][jumping][jumping][jumping][jumping]

I have stuka sounds all over my map !!!!!!!! Yahoooooo !!!!!

Grassy your a genius..!!!

but .... that was with no cullfog settings. Is there a way I can get some type of compramise, I dont mind altering the fog settings. Or is it all or nothing ?
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 03:22 pm
WHC-Grassy !
Are you saying that because my cullfog is set to 0,3000, basically anything outside of the 3000 will not hear the sound.

If so I could increase the fog to around 3500 and then have the planes fly along the map as apose across it. Like flying along the sea front, if your near the dock youd see/hear them. If your away from the front then you woouldn't ?!

Will have to play around with thier positioning depending on your answer

But atleast YOU got it to work !
[thumbs_up]
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|OCG|=gLiTcH=
General Member
Since: Mar 6, 2004
Posts: 23
Last: May 4, 2006
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 09:42 pm
The script I posted will spawn everything you need. No need to add anything to the map. I did forget to mention what was needed for the sounds....add this line to your maps .csv file in your soundloadspecs\mp folder......gmi_mp_aircraft.csv
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 09:51 pm
Will I hear the sounds every where in my map ?
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, Sep. 27, 2005 10:10 pm
Quote:
add this line to your maps .csv file in your soundloadspecs\mp folder......gmi_mp_aircraft.csv


did that and still no sounds !

I much prefer that there random in the direction and time that they travel but.. dam them sounds just arent there ?
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