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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Help me with script dialogs
a_sgn
General Member
Since: Feb 1, 2011
Posts: 5
Last: Jan 10, 2017
[view latest posts]
Level 0
Category: CoDWW Scripting
Posted: Wednesday, Jan. 4, 2017 07:53 am
Hi.

Advise me please.
as i think that i have problem with soundaliases. I many see forums and other sites about this topic but it's no helped me, and I do not understand.

This is example how i want to do: example picture

such moment. [rolleyes]
I want to make a dialogue for my allies actors. the like code examples working in all standart maps named_anim.gsc
into CoDWaW (SP):

---------------------------------------------

load.scr_anim[nameactor_from_radiant_named][animname] ="%ch_named_actor_animation_(form_xanim_folder)";
//chatting
load.scr_sound[nameactor_from_radiant_named][animname] = "name_sound_from_soundaliases";

--------------------------------------------

and i write so code for dialogue (animation + sound):


//////////// in main gsc i insort:

#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;

main()
{

flag_init( "player_spawns_soldier" );
flag_init( "sgt_reaches_trigger" );
flag_init( "soldier_reaches_trigger" );

thread heroes();

//wait for soldier to reach his trigger after spawn
flag_wait( "soldier_reaches_trigger" );
}




heroes() {

flag_wait( "player_spawns_solider" );

//we have to wait a small instance so game recognizes ai existance
wait 0.15;

level.chernov = getent( "pvt. Chernov", "targetname" );
level.chernov.animname = "intro_cher";

flag_wait( "soldier_reaches_trigger" );

//wait a bit for seargant to be alive in game
wait 0.15;

level.Reznov = getent( "sgt. Reznov", "targetname" );
level.Reznov.animname = "intro_rez";

}



//////////// and this code insort to my map _anim.gsc :


#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;

#using_animtree("generic_human");
main() {

setup_level_anims();
audio_loader();
}

////////////////////////////////////////////// this code /////////////////////////////////////////////////////////////////////
setup_level_anims()
{

//lets wait for sargeant to reach his trigger
flag_wait( "sgt_reaches_trigger" );

//wait for a bit so it looks like they regroup
wait 0.75;

level.scr_anim["Reznov"]["intro_rez"] = %ch_seelow1_reznov_runandcaugh;
addNotetrack_dialogue( "reznov", "Ber3_INT_000A_REZN", "intro_rez_01", "Ber3_INT_000A_REZN" );
level.scr_anim["chernov"]["intro_cher"] = %ch_seelow1_intro_chernov;
addNotetrack_dialogue( "chernov", "Ber3_IGD_028A_CHER_A", "intro_chern_01", "Ber3_IGD_028A_CHER_A" );

wait 0.15; //pause2

}

audio_loader()
{

level.scr_sound["Reznov"]["intro_rez_01"] = "See1_INT_011A_REZN01";
level.scr_sound["Reznov"]["intro_rez_02"] = "See1_INT_013A_REZN02";

wait 0.2; //pause

level.scr_sound["chernov"]["intro_chern_01"] = "Ber3_IGD_028A_CHER_A";

wait 0.2; //pause

level.scr_sound["Reznov"]["intro_rez_03"] = "See1_IGD_148A_REZN03";
level.scr_sound["Reznov"]["intro_rez_04"] = "See1_IGD_149A_REZN04";
level.scr_sound["Reznov"]["intro_rez_05"] = "See1_IGD_300A_REZN05";
level.scr_sound["Reznov"]["intro_rez_06"] = "See1_IGD_058A_REZN06";
}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

----------------------------------------------------------------------------------------------------------------

but still this code don't working. [sad]:((
CoDWaW doesn't show any errors when loading this map .

the map starting complite and i walking in the map and Chernov and Reznov spawning - ok,
but they don't talking both ((




Help, what could be the problem, at least understanding of the causes.
code like as a "self playsound (....);" - no interest because then actor speech without animation lips


Anybody help me, very much

edited on Jan. 4, 2017 07:54 am by a_sgn

edited on Jan. 4, 2017 08:08 am by a_sgn

edited on Jan. 4, 2017 08:14 am by a_sgn

edited on Jan. 5, 2017 10:37 pm by a_sgn
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