Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 8 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: Script damage and sound
Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 30, 2006 04:25 pm
I have found this script taken from _bombs.gsc

radiusDamage (self.bomb.origin, 350, 600, 50);

earthquake(0.25, 3, self.bomb.origin, 1050);

I modifiyed them and got the earthquake to work but still no radius damage.

edited on Apr. 30, 2006 12:34 pm by Rasta
Share |
Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 30, 2006 04:38 pm
Ok MP,I'm new to all this MP stuff so I'm probably not the best person to be asking about this,but try looking at sd.gsc, theres function called Callback_PlayerDamage have a look at that.Again I'm a newbie at MP stuff so I might not know what I'm talking about.Just trying to help.
Share |
Bodger2
General Member
Since: Sep 4, 2004
Posts: 132
Last: Aug 5, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 30, 2006 06:03 pm
Ok,had a closer look at the script and your last post.And then it hit me.[banghead]

Brush triggers don't have an origins like models do.That little box you see.But a script_model does,so does the new trigger_radius,and script_origins.

Give my theory a try,I hope thats it.
Share |
Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 30, 2006 09:55 pm
Well i been trying all day and just can't get the damage or sound to work... I know it's probably something simple but i can't put my finger on it! [confused]
Share |
Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, May. 5, 2006 06:04 pm
Don't mean to bump my post but does anybody else have an idea? I keep trying yet it seems not to work!
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Friday, May. 5, 2006 07:18 pm
The "buildings_explo" sound is a custom one, right?

Sound:
Have you tried it with a stock alias? "beep" or something like that..
If that works, there is something wrong with your .csv file.

Damage:
Try using the soundorigin as the origin for your radius damage.. as Bodger said.. brushes don't have origins (well.. they do.. 0, 0, 0)...
Share |
Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, May. 6, 2006 04:57 pm
Right here is what i have!

My main .gsc calling a thread trigger_fx

Code:
trigger_fx() 
{
	fx_trigger = getent("flak_explosion", "targetname");			//trigger targetname
	if(!isDefined(fx_trigger))
	return;

	level.fxstate = false;
	
	soundorigin = getent("house_sound","targetname");			//defines what soundorigin is
	origin = fx_trigger getorigin();					//defines what origin is
	while(1) {

	fx_trigger waittill("trigger");						//wait untill its triggered
	
	soundorigin playsound("explosion1"); 					//play the sound
	radiusDamage (origin, -128, -738, 67);	  				//make it hurt
	earthquake(0.75, 5, origin, 2000);					//boom shake the room

	if(level.fxstate == false) {
	level.fxstate = true;
	thread loopfx("smokey01", (-136, -752, -16), 1, 0, 600);		//fx location (SMOKE)
	//thread loopfx("flame01", (-280, -880, 11), 1, 0, 600);		//fx location (SMALL FLAME)
	thread loopfx("flame02", (-136, -748, 4), 1, 0, 600);			//fx location (LARGE FLAME)
	}
	else if(level.fxstate == true) {
	level.fxstate = false;
	}
	}
	}

	loopfx(fxId, fxPos, waitime, fxStart, fxStop) {
	if(!isDefined(level.fxstate))
	level.fxstate = true;
	if(!isDefined(fxStop))
	fxStop = 600;
	if(!isDefined(fxStart))
	fxStart = 1;
	if(!isDefined(waitime))
	waitime = 1;
	loop_count = 0;

	wait (fxStart);

	while (level.fxstate && loop_count < fxStop) {
	playfx(level._effect[fxId], fxPos);
	loop_count++;
	wait (waitime);
	}

}


Ok this appear to work as everything apart from the radius da,age and explosion sound works!

Next i have my 'Soundalias' with three different explosion sounds in, currently im only calling on 'explosion1' but im hoping to have a number of sounds to play aftera delay, to give the impression of a large explosion!
Code:

explosion1,,misc/explosion1.wav,0.8,1,,,80,100000,auto,,,,,,
explosion2,,misc/explosion2.wav,0.8,1,,,80,100000,auto,,,,,,
explosion3,,misc/explosion3.wav,0.8,1,,,80,100000,auto,,,,,,


My folder layout is ok as everything is working, any ideas appreciated!

@ CAretaker

Yes, im now using a script_origin with a targetname of house_sound for my sound effect. The csv appears to work as the ambient is playing!

edited on May. 6, 2006 01:00 pm by Rasta
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»