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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 ?!
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Sep. 25, 2005 10:42 pm
Hi All,
Ok thanks for all your help on adding sounds to my planes that fly over the map ! it works !

Problem is though that I can hear the sounds about 15 seconds before I here the planes. This happens everytime they fly over the map so I think that something is just simply out of synch !

Problem is I cant work out what ! could you give me some pointers !
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Sunday, Sep. 25, 2005 10:57 pm
add a "wait(15);" before playing the sound... this will tell the script to wait 15 seconds before playing the sound.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Sunday, Sep. 25, 2005 10:59 pm
I think u meant you hear them 15 secs bfore u see them?

In the script there is a command wait(15);
Just reduce that! [casanova]

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: Sunday, Sep. 25, 2005 11:27 pm
Yes ! sorry !
What happens is as soon as the map starts I can hear the planes coming.
I then sounds as though they pass over me but I cant see anything.
Then 15'ish seconds later the planes go over ! LOL

Which WAIT do I have to alter as there about 4 in the script ?

Quote:
level thread planes();
}

planes()
{
level.PlaneSpeed = 4.0;

stuka1 = getent ("stuka1","targetname");
stuka2 = getent ("stuka2","targetname");


temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();
temp = getent (stuka2.target,"targetname");
stuka2.dest = temp.origin;
stuka2.start = stuka2.origin;
stuka2 hide();

wait 15;

while (1)
{
stuka1 thread plane_flyby("stuka_flyby");
wait .15;
stuka2 thread plane_flyby("stuka_flyby");
wait 180;
stuka3 thread plane_flyby("stuka_flyby");

wait 60;
}
}


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

wait 2;

self show();

self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);

wait level.PlaneSpeed;

self hide();
self.origin = self.start;
}
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Sunday, Sep. 25, 2005 11:43 pm
paulo88 writes...
Quote:
Yes ! sorry !
What happens is as soon as the map starts I can hear the planes coming.
I then sounds as though they pass over me but I cant see anything.
Then 15'ish seconds later the planes go over ! LOL


Hmm well there is only a 2 sec wait from playsound to show the model... So maybe it's because you models start too far out of the playarea, combined with your cullfog, means a player dont see em for some time.

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: Monday, Sep. 26, 2005 12:09 am
OK, I've managed to get the planes to fly over intime with the sounds effect.

But.... I cant here them when I move to the end of their flight path.
If Im near the origin then its perfect. I here them evertime and in synch.

If I move to the point where I make them dissappear at the other side of the map, I hear nothing !

Any ideas why this could be happening.[banghead]
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Sep. 26, 2005 12:18 am
Ok looking at the script again, a little rewrite would possibly work better in your map...

Code:
level thread planes(); 
} 

planes() 
{ 
level.PlaneSpeed = 4.0; 

stuka1 = getent ("stuka1","targetname"); 
stuka2 = getent ("stuka2","targetname"); 


temp = getent (stuka1.target,"targetname"); 
stuka1.dest = temp.origin; 
stuka1.start = stuka1.origin; 
stuka1 hide(); 
temp = getent (stuka2.target,"targetname"); 
stuka2.dest = temp.origin; 
stuka2.start = stuka2.origin; 
stuka2 hide(); 

wait 15; 

while (1) 
{ 
stuka1 thread plane_flyby("stuka_flyby"); 
wait .15; 
stuka2 thread plane_flyby("stuka_flyby"); 
wait 180; 
stuka3 thread plane_flyby("stuka_flyby"); 

wait 60; 
} 
} 


plane_flyby(sound) 
{ 
//show the plane
self show(); 

//start the move
self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1); 
//this is wrong
//wait level.PlaneSpeed; 

//because of the sound/view delay you could 
//start the sound a bit later, alter this to fit your own
//map size, view distances
wait (2);

if (isdefined (sound)) 
self playsound (sound); 

//wait for the move to complete
self waittill ("movedone");

self hide(); 
self.origin = self.start; 
}


Grassy
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Sep. 26, 2005 12:27 am
Quote:
OK, I've managed to get the planes to fly over intime with the sounds effect.

But.... I cant here them when I move to the end of their flight path.
If Im near the origin then its perfect. I here them evertime and in synch.

If I move to the point where I make them dissappear at the other side of the map, I hear nothing !



Sigh... forget too quickly you do young Padawan Learner!

Quote:
Category: CoDUO Level Design
Posted: Friday, Sep. 16, 2005 06:27 pm
Ok I fixed it for you Paulo

Change your alias entry for this one:


Quote:stuka_flyby,,vehicles/stuka_by02.wav,1.5,1.5,0.8,1.1,12000,16000,auto,,,,,

The reason you didnt here it before was you didnt specify a min distance.

Quote:,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
If not specified it will default to 120 which is way too small.

The way sounds work in this engine means if your not within hearing distance it wont start playing the sound. As the planes get closer to you the engine dosn't know your location and that you should be able to hear the sounds now, not unless you wanted to track the locations of every player in the map every second... :) It only check players origins when a call is made to play a sound. This is my understanding of it anyway.

Also your planes start a long way out of the play area which meant a of the time payers would be out of range or outside the min distance value.

I found the sounds to be erratic, as I say above, it depended on where I was located in the as to if it played the sound file or not.
With these changes it plays every time unless your way over the back corner of the map.

edited on Sep. 16, 2005 06:32 pm by WHC_Grassy
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Sep. 26, 2005 12:31 am
Arghhh!!! WTF is it with this 10 minute edit time???? [machine_gun]

Also I just noticed, you collect info on only TWO planes, but call the thread THREE times, last one is a phantom call ona plane that dosnt exist.

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: Monday, Sep. 26, 2005 08:27 am
mmmm ?

I tried that new gsc and got a script error - "bad syntax"

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