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

Members Online

»
0 Active | 70 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

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
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Sounds
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Thursday, Nov. 23, 2006 08:45 pm
all the sounds in my map work, but not the mortar explosions or the mortar incoming sound... HERE IS THE GSC AND CSV
Share |
lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Friday, Nov. 24, 2006 01:13 am
Use these instead of the ones that you are. These are the stock locations. I changed it to fit your call out in the script.
Code:

#Mortar Launches,,,,,,,,,,,,,,,

mortar_fire,,explosions/mortar_launch.wav,1,1,,,300,1200,auto,,,,,,
mortar_load,,explosions/mortar_load.wav,1,1,,,1000,1200,auto,,,,,,
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Friday, Nov. 24, 2006 07:51 am
launch and load work fine, its the incoming and explosion sound
Share |
lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Friday, Nov. 24, 2006 10:35 pm
Sorry.... I can't read! [lol]
Double check your csv and make sure that you have specified the correct path and file names that you are using.
If you are still having trouble with it, Let me know and I'll look at it for you. If you want.
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Saturday, Nov. 25, 2006 08:52 am
still dunno wats wrong [sad]

CSV:

#flakviering,,,,,,,,,,,,,,,
flak_single,,weapons/flak/flak_single.wav,1,2,,,550,1320,auto,,,,,,

#Mortar Launches,,,,,,,,,,,,,,,
mortar_launch,,misc/mortar_launch.wav,1,8,,,300,1200,auto,,,,,,
mortar_load,,misc/mortar_load.wav,1,8,,,1000,1200,auto,,,
mortar_fire,,misc/mortar_fire.wav,2,10,,,400,1200,auto,,,

#explosions,,,,,,,,,,,,
Gw42_explosion,,misc/Gw42_explosion.wav,1.8,2.25,0.8,1.2,1500,15000,auto,,,

#radios,,,,,,,,,,,,
rubberducky,,misc/rubberducky.wav,2,2.5,1,1,15,1100,auto,,,looping
radiohouse,,misc/ru_radio_loop.wav,1.5,1.5,,,10,1200,auto,streamed,,looping

#50cals,,,,,,,,,,,,
weap_50cal_loop,,weapons/50cal/50cal_loop.wav,1.8,2,0.98,1.02,7,1500,auto,,,looping
weap_50cal_cooldown,,weapons/50cal/50cal_cooldown.wav,1.2,1.3,0.98,1.02,1500,15000,auto,,,
weap_50cal_cooldown_clean,,weapons/50cal/50cal_cooldown.wav,1.2,1.3,0.98,1.02,1500,15000,auto,,,


1 of the GSCs

main()
{
// Specify two different explosion effects to randomly play
level._effect["mortar_explosion"][0] = loadfx ("fx/impacts/newimps/dirthit_mortar2day.efx");
level._effect["mortar_explosion"][1] = loadfx ("fx/impacts/newimps/minefield.efx");
level._effect["mortarflash"] = loadfx("fx/muzzleflashes/mortarflash.efx");
// send down the mortars
thread mortarA();
}

mortarA()
{
//define trigger
trig = getent("mortartriggerA","targetname");

//wait untill trigger is used
trig waittill("trigger",other);

//define mortar model
mortarA = getent("mortarA","targetname");

//define mortar origin
origin1 = mortarA getorigin();

//play load/launch fx
mortarA playsound ("mortar_load");
wait 0.25;
mortarA playsound ("mortar_fire");
playfx(level._effect["mortarflash"], origin1);

//call on mortar to fire
thread mortarsA();
}


mortarsA()
{


// Get an array of all the mortars in the level
mortar = getentarray ("mortartargetA","targetname");
// Loop over and over while the level is loaded

{
// Wait 5-10 seconds randomly before doing a mortar explosion
wait (2 + randomfloat(5));

// Make sure there are no players close enough to this mortar to kill them
GoodPosition = false;
while (!GoodPosition)
{
// Pick a random mortar location
rand = randomint(mortar.size);

// Check if any players are within 5 of the randomly picked mortar-------changed from 200 to 5
GoodPosition = true;
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
if (distance(mortar[rand].origin,players.origin) < 5) // -------------changed from 200 to 5
{
GoodPosition = false;
break;
}
}
}

// Play the incomming mortar sound effect
mortar[rand] playsound ("mortar_incoming");

// Wait 2 seconds while the imcomming sound plays
wait 2;

// Do the explosion effect
origin = mortar[rand] getorigin();
playfx (level._effect["mortar_explosion"][randomint(2)], origin);

// Play the explosion sound
mortar[rand] playsound ("Gw42_explosion");

// Make the explosion cause damage

radiusDamage(mortar[rand].origin + (8,8,8), 800, 800, 200);

}
thread mortarA();
}

edited on Nov. 25, 2006 03:54 am by [M-R]KiLL3R

edited on Nov. 25, 2006 03:55 am by [M-R]KiLL3R

edited on Nov. 25, 2006 03:56 am by [M-R]KiLL3R
Share |
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Saturday, Nov. 25, 2006 01:04 pm
You MUST use the code quote option !!

You second part of the script had a few extra braces that stopped the mortars from firing I think. Try this.
Code:

mortarsA() {

// Get an array of all the mortars in the level
mortar = getentarray ("mortartargetA","targetname");
// Loop over and over while the level is loaded

// Wait 5-10 seconds randomly before doing a mortar explosion
wait (2 + randomfloat(5));

// Make sure there are no players close enough to this mortar to kill them

GoodPosition = false;
while (!GoodPosition)
{
	// Pick a random mortar location
	rand = randomint(mortar.size);

	// Check if any players are within 5 of the randomly picked mortar-------changed from 200 to 5
	GoodPosition = true;
	players = getentarray("player", "classname");
	
		for(i = 0; i < players.size; i++)
		{
			if (distance(mortar[rand].origin,players[i].origin) < 5) // -------------changed from 200 to 5
			{
				GoodPosition = false;
				break;
			}
		}
}

// Play the incomming mortar sound effect
mortar[rand] playsound ("mortar_incoming");

// Wait 2 seconds while the imcomming sound plays
wait 2;

// Do the explosion effect
origin = mortar[rand] getorigin();
playfx (level._effect["mortar_explosion"][randomint(2)], origin);

// Play the explosion sound
mortar[rand] playsound ("Gw42_explosion");

// Make the explosion cause damage
radiusDamage(mortar[rand].origin + (8,8,8), 800, 800, 200);

thread mortarA();
}


Grassy
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Thursday, Nov. 30, 2006 04:30 pm
wen i tried it said this error:
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoDUO 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

»