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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: ADDING DOOR SOUNDS
Horseman
General Member
Since: May 12, 2005
Posts: 99
Last: Apr 20, 2011
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Friday, May. 26, 2006 12:26 am
There is a Tutorial for this - >Here

However, as this fella tells it, you must create a script file for EACH DOOR...
This is NOT correct! There is a much easier method.

Create your door...func_door_rotating
give it a targetname...targetname=door
Now write a script using the GETARRAY command
Add the sound files to the PK3 file
Edit the *.csv files accordingly

You will need to writee ONE script file for each distinct doortype (i.e wooden door, metal door, sliding door, chainlink fence gate, etc.) - each type of sound.

Grassy helped me with this so I give him all the credit here.

Hats off to you, Buddy!
[thumbs_up][rocking]

edited on May. 25, 2006 08:32 pm by Horseman
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Friday, May. 26, 2006 02:20 pm
How do you trigger the sound in the script?
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoDUO Mapping
Posted: Friday, May. 26, 2006 03:33 pm
Hello? Somebody mention my name [biggrin]

Thanks Horseman [thumbs_up]

Your script still uses the normal waittill "trigger" even though there is no actual trigger [pimp]

My last map "Munitions Factory" has a lot of doors both wooden and steel with sound, all tracked by two small routines.

Cheers Grassy
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Friday, May. 26, 2006 03:34 pm
An example of how this script should look like might be handy...
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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: Friday, May. 26, 2006 03:52 pm
http://www.modsonline.com/Forums-top-15963-20.html%2387994

[casanova]
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Horseman
General Member
Since: May 12, 2005
Posts: 99
Last: Apr 20, 2011
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, May. 30, 2006 03:38 pm
I used a version of this on ASYLUM 3 and it works perfectly
had well over 20 doors (included 3 distinct door types)

I used this script for my "Wooden Doors":
Code:
///////////////////////////////////
/////////| DOORS_SOUND.gsc  |//////
/////////| By <|WHC|>Grassy |//////
///////////////////////////////////

//Copy this file in the same location as [mapname].gsc and [mapname].bsp
//Add this line to your[mapname].gsc ---->  maps\mp\doors_sound::main();


main() {
  doors = getentarray("door", "targetname");
  for(i = 0; i < doors.size; i ++) {
     doors[i] thread sounds();
     wait(.3);
  }
}

sounds() {
   while(1) {
      self waittill ("trigger");
      self playsound ("dooropen");
      wait (3);
      self playsound ("doorclose");
      wait (1);
      self playsound ("doorcloseend");
   }
} 


Its the same except I added a 'thump sound' at the end of the door closing.
***dont forget to include the sound files and a coorosponding *.csv in the soundalias folder
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