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Author Topic: Way for AI
3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD Mapping
Posted: Wednesday, Nov. 6, 2013 05:01 pm
Sounds are handled via soundalias files (.csv). In your main folder, create new folder, name it soundaliases. Inside it make new text document and name it yourmapname.csv (yourmapname is the name of your map). Copy the following inside it,although you dont need all lines. For example, if you dont have tiger tank in your map,
you dont need to include tiger sounds. Most lines end with list of maps these sounds are meant for, so add the name of your map next to them.
Code:
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown yourmapnamehere


Copy this inside csv file:
Code:

"# If the text in the first column of a row starts with a # character, the row is ignored",,
,,"If the first column for a row is blank, then the row is ignored"
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,

"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps.",,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,,null.wav,,,,,,,,,,,,,

#Tank sounds,,,,,,,,,,,,,,

tankdrive_treefall,,misc/treefall.wav,1.25,,0.95,1.05,2800,,voice,,,,,tankdrivetown tankdrivecountry truckride berlin hurtgen

tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
tiger_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
panzerIV_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,300,2800,,,,looping,,factory berlin pavlov
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,300,2800,,,,looping,,factory berlin pavlov
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,500,7000,,,,looping,,factory berlin pavlov
t34_engine_high,,vehicles/tank_01_move.wav,0.75,,1,,500,7000,,,,looping,,factory berlin pavlov
t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_high,,vehicles/tank_01_move.wav,1.25,,1,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,,,,,,looping,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,,,,,,,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,350,2500,,,,looping,,berlin 
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,175,1250,,,,,,berlin 

tank_splash,,vehicles/crashes/truck_splash.wav,1,1,0.9,1.05,2500,3600,auto,,,,,truckdrive tankdrivecountry tankdrivetown

tank_reload,,vehicles/tank_reload.wav,1.4,1.4,0.9,1.1,200,2000,,,,,,


About dropweapon function- many functions just dont work in vCoD and UO. zeroy.com/script is originally for CoD4.
Share |
Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Nov. 8, 2013 04:29 pm
3st0nian writes...
Quote:
Sounds are handled via soundalias files (.csv). In your main folder, create new folder, name it soundaliases. Inside it make new text document and name it yourmapname.csv (yourmapname is the name of your map). Copy the following inside it,although you dont need all lines. For example, if you dont have tiger tank in your map,
you dont need to include tiger sounds. Most lines end with list of maps these sounds are meant for, so add the name of your map next to them.
Code:
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown yourmapnamehere


Copy this inside csv file:
Code:

"# If the text in the first column of a row starts with a # character, the row is ignored",,
,,"If the first column for a row is blank, then the row is ignored"
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,

"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps.",,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,,null.wav,,,,,,,,,,,,,

#Tank sounds,,,,,,,,,,,,,,

tankdrive_treefall,,misc/treefall.wav,1.25,,0.95,1.05,2800,,voice,,,,,tankdrivetown tankdrivecountry truckride berlin hurtgen

tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
tiger_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
panzerIV_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,300,2800,,,,looping,,factory berlin pavlov
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,300,2800,,,,looping,,factory berlin pavlov
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,500,7000,,,,looping,,factory berlin pavlov
t34_engine_high,,vehicles/tank_01_move.wav,0.75,,1,,500,7000,,,,looping,,factory berlin pavlov
t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_high,,vehicles/tank_01_move.wav,1.25,,1,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,,,,,,looping,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,,,,,,,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,350,2500,,,,looping,,berlin 
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,175,1250,,,,,,berlin 

tank_splash,,vehicles/crashes/truck_splash.wav,1,1,0.9,1.05,2500,3600,auto,,,,,truckdrive tankdrivecountry tankdrivetown

tank_reload,,vehicles/tank_reload.wav,1.4,1.4,0.9,1.1,200,2000,,,,,,


About dropweapon function- many functions just dont work in vCoD and UO. zeroy.com/script is originally for CoD4.

Why originalnyhkart not have these files?
I figured to drop their weapons.
main(){
level.nEnemey = getent("Enemey1", "targetname");
level.nEnemey DropWeapon( "mp40", "right", 1.0 );
)
this drop mp40
This is about the same as a first-aid kit falls out of the enemy killed.
I thought it was throwing weapon and makes no weapons unit.
The only way seems to create a new type of AI without weapons.

iw_sound.csv
this default sound. playsound("weap_kar98k_fire"); play in my map/

#Music (level),,,,,,,,,,,,,,
#music_stalingrad,,music/stalingrad.mp3,0.8,,,,,,music,streamed,,,, this no job.
training.gsc
training.bsp
training.csv this file no in soundaliases



edited on Nov. 8, 2013 09:31 am by Bot8
Share |
Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Nov. 8, 2013 07:32 pm
attachment: image(458.5Kb)
Sound job!!!!!!!!!!
It remains now to fix it. Through the model should not be traversed.
If the static model can be put on it prozranchny piece of card and all, and here how to be a model if you are moving?
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Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Nov. 10, 2013 06:51 pm
attachment: image(1,003.2Kb)
this i add collsion for panzerIV
Share |
Bot8
General Member
Since: Oct 31, 2013
Posts: 12
Last: Nov 15, 2013
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Friday, Nov. 15, 2013 09:01 pm
Bot8 writes...
Quote:
3st0nian writes...
Quote:
Sounds are handled via soundalias files (.csv). In your main folder, create new folder, name it soundaliases. Inside it make new text document and name it yourmapname.csv (yourmapname is the name of your map). Copy the following inside it,although you dont need all lines. For example, if you dont have tiger tank in your map,
you dont need to include tiger sounds. Most lines end with list of maps these sounds are meant for, so add the name of your map next to them.
Code:
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown yourmapnamehere


Copy this inside csv file:
Code:

"# If the text in the first column of a row starts with a # character, the row is ignored",,
,,"If the first column for a row is blank, then the row is ignored"
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,

"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps.",,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,,null.wav,,,,,,,,,,,,,

#Tank sounds,,,,,,,,,,,,,,

tankdrive_treefall,,misc/treefall.wav,1.25,,0.95,1.05,2800,,voice,,,,,tankdrivetown tankdrivecountry truckride berlin hurtgen

tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
tiger_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_low,,vehicles/tank_02_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_engine_high,,vehicles/tank_02_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
tiger_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
tiger_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
tiger_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,2500,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2800,11000,,,,looping,,dawnville carride pegasusnight pegasusday redsquare railyard trainstation factory pavlov hurtgen rocket berlin
panzerIV_idle_low,,vehicles/tank_02_idle.wav,0,,0.75,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_idle_high,,vehicles/tank_02_idle.wav,0.75,,1,,750,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_low,,vehicles/tank_03_move.wav,0,,0.75,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_engine_high,,vehicles/tank_03_move.wav,1.25,,1,,2200,8000,,,,looping,,tankdrivecountry tankdrivetown
panzerIV_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,1000,8500,,,,,,! burnville
panzerIV_turret_spin,,vehicles/turret_spin_01.wav,1,1,,,750,3500,,,,looping,,! burnville
panzerIV_turret_stop,,vehicles/turret_end_01.wav,0.57,0.8,,,450,2000,,,,,,! burnville

t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,300,2800,,,,looping,,factory berlin pavlov
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,300,2800,,,,looping,,factory berlin pavlov
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,500,7000,,,,looping,,factory berlin pavlov
t34_engine_high,,vehicles/tank_01_move.wav,0.75,,1,,500,7000,,,,looping,,factory berlin pavlov
t34_idle_low,,vehicles/tank_01_idle.wav,0,,0.75,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_idle_high,,vehicles/tank_01_idle.wav,0.75,,1,,200,1500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_low,,vehicles/tank_01_move.wav,0,,0.75,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_engine_high,,vehicles/tank_01_move.wav,1.25,,1,,225,2500,,,,looping,,tankdrivecountry tankdrivetown 
t34_fire,1,weapons/flak/flak88_fire02.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_fire,2,weapons/flak/flak88_fire03.wav,1.25,1.25,0.9,1.1,500,5000,,,,,,tankdrivecountry tankdrivetown factory berlin pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,,,,,,looping,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,,,,,,,,tankdrivecountry tankdrivetown factory pavlov
t34_turret_spin,,vehicles/turret_spin_01.wav,1.25,,,,350,2500,,,,looping,,berlin 
t34_turret_stop,,vehicles/turret_end_01.wav,,,,,175,1250,,,,,,berlin 

tank_splash,,vehicles/crashes/truck_splash.wav,1,1,0.9,1.05,2500,3600,auto,,,,,truckdrive tankdrivecountry tankdrivetown

tank_reload,,vehicles/tank_reload.wav,1.4,1.4,0.9,1.1,200,2000,,,,,,


About dropweapon function- many functions just dont work in vCoD and UO. zeroy.com/script is originally for CoD4.

Why originalnyhkart not have these files?
I figured to drop their weapons.
main(){
level.nEnemey = getent("Enemey1", "targetname");
level.nEnemey DropWeapon( "mp40", "right", 1.0 );
)
this drop mp40
This is about the same as a first-aid kit falls out of the enemy killed.
I thought it was throwing weapon and makes no weapons unit.
The only way seems to create a new type of AI without weapons.

iw_sound.csv
this default sound. playsound("weap_kar98k_fire"); play in my map/

#Music (level),,,,,,,,,,,,,,
#music_stalingrad,,music/stalingrad.mp3,0.8,,,,,,music,streamed,,,, this no job.
training.gsc
training.bsp
training.csv this file no in soundaliases



edited on Nov. 8, 2013 09:31 am by Bot8

Voices also possible to attach?
How to connect the AI ​​voice?
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