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Topic: hq radios with custom sound |
| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Apr. 17, 2012 03:06 pm |
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i wanna put my own instrumental .wav in my map instead of the fuzzbox radio sounds. any tips/ideas on how to?
would i put it here?
{
radio = spawn ("script_model", (0,0,0));
radio.origin = (871, -3300, 192);
radio.angles = (0, 0, 0);
radio.targetname = "hqradio";
}
or call it with a thread?
thread radiofunk()
radiofunk()
{
sound = getent ("radio", "targetname");
sound playloopsound("radiofunk");
} |
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| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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| Spik3d |
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General Member Since: Jan 29, 2008 Posts: 128 Last: Apr 23, 2013 [view latest posts] |
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| bubbazan68 |
General Member Since: May 23, 2010 Posts: 57 Last: Feb 14, 2013 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Apr. 18, 2012 02:13 pm |
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FatBear writes...Quote: ANY IDEAS on how to make a single radio have sound? when its captured by a team.
yes it is easy really.
what you want i take it is,
on a server you are playing HQ and when the team captures teh HQ instead of stock radio sound german talking or what ever you want it to be a custom sound?
then yes it is really easy |
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| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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| FatBear |
General Member Since: Feb 13, 2012 Posts: 18 Last: Apr 18, 2012 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Apr. 18, 2012 03:00 pm |
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Spik3d writes...Quote:
ive already tried every tutorial. and searched the forums for anything about custom radio sounds. what i find is that the radio's are not hqradios. just regular radios. making sounds for them is easy as pie. but when im using abbeys way for scripting radios. i would like to have a sound to them instead of the german_radio or german_radio_pathfinder that are the stock sounds. if you think i havent tried looking or figuring it out by myself, ive even gone thru the pak files look for hq or radio scripts. and found the hq script which still does not help.
anybody patient enough to help me, please do. |
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| bubbazan68 |
General Member Since: May 23, 2010 Posts: 57 Last: Feb 14, 2013 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Apr. 19, 2012 12:42 pm |
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you have to do a server mod that changes the sounds when you have time join COD UO and search for the {EB} server they have what you are looking for
edited on Apr. 19, 2012 01:01 pm by bubbazan68
on the server side mod something like this not sure if you can do a stand alone ? i suck at most scripting like this
changeing the sound file name of course
Code: if (radio.team == "none")
level hq_playsound_onplayers("explo_plant_no_tick");
radio.team = team;
if (team == "none")
{
// RADIO GOES NEUTRAL
level.reinforcement_time = level.wavetime;
level notify ("Timer Changed");
level thread hq_reinforcement_timer();
radio setmodel ("xmodel/objective_german_field_radio_notsolid");
radio stoploopsound ("german_radio");
radio stoploopsound ("german_radio_pathfinder");
radio hide();
radio.hidden = true;
objective_delete(0);
level thread hq_removhudelem_allplayers(radio);
}
else
edited on Apr. 19, 2012 01:03 pm by bubbazan68 |
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Comments: 0
LoadoutGun Crafting to the Max.
edited on Sep. 25, 2012 06:57 pm by Morp...
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