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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Sound !!!!!! HELP !!!!!!!
nash
General Member
Since: Jan 18, 2004
Posts: 82
Last: Apr 29, 2006
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 12:41 am
Ok..now i can make a barrel when i shot it he explode,
now i try to adding sound to that...i find the .wav file i want and i make a scipt model in my map with targetname 'explosion' .

i pick the gsc file from the tutorial "tankengine"

main()
{
thread alert_sound();

}

alert_sound()
{
alerts = getentarray ("explosion", "targetname");
while (1)
{

{
for (i=1;i alerts[0] playsound("barrelexplosion");

alerts[0] playsound("T34engine");

wait (3);

self thread alert_sound();


}
}
}

but when i start my map i hear the explosion always in a regular time like BOM...3sec...BOM...etc.....what i want is to play the explosion sound 1 TIME and only when i shot the barrel..can you modified my gsc files?

help me pleaseeeeee

thank..thank...thank !!!!
[smile]
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tactical-d
General Member
Since: Jul 13, 2004
Posts: 112
Last: Apr 9, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 12:54 am
It sounds like it's looping somewhere. I don't know how to mess with sounds (yet) so i'm sure someone knows where you can turn looping off.
Probably try your values for it.
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 01:17 am
This line I think keeps it looping

self thread alert_sound();

take it out give it a try...

[smokin]
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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 01:18 am
Code:

main()
{
thread alert_sound();
}

alert_sound()
{
alerts = getentarray ("explosion", "targetname");
while (1)
{
{
for (i=1;i alerts[0] playsound("barrelexplosion");

alerts[0] playsound("T34engine");

wait (3);

self thread alert_sound();

}
}
}



That's what you have.
1: You have extra {} that you don't need after the while(1)
2: You are running an endless while(1) loop so no need re-self thread.
3: Your for loop is not set up properly and that's probably the root of the continuous explosions.

Question: How many targetname "explosion" do you have in your map? Are they constantly blowing up or just when someone shoots them? If it's the latter, you probably want to connect the sound to the trigger action rather than just having it going off all the time.

That should give you a start I hope.
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 01:21 am
wait (3); = length of the sound being played

self thread alert_sound(); = keeps it looping.

[smokin]
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nash
General Member
Since: Jan 18, 2004
Posts: 82
Last: Apr 29, 2006
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 11:38 am
i have a constantly blowing sound at 3 sec...
and i dont shot anything !!!

i start the map and i hear the explosion...again...again...whitout i do anything !!

how to connect the sound to my damage trigger?
and how to play it just one time?

what i want is when i shot the barrel i want to hear the explosion sound !! [confused]
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nash
General Member
Since: Jan 18, 2004
Posts: 82
Last: Apr 29, 2006
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 03:44 pm
somebody please..
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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 04:55 pm
nash writes...
Quote:
i have a constantly blowing sound at 3 sec...
and i dont shot anything !!!

i start the map and i hear the explosion...again...again...whitout i do anything !!

how to connect the sound to my damage trigger?
and how to play it just one time?

what i want is when i shot the barrel i want to hear the explosion sound !! [confused]



That's what we have explained. You have an endless loop running with a 3 second delay to play the sound over and over. Do you have a script to manage the trigger of the barrel blowing up? If so, then in the middle of that is where you would play the sound. Without knowing how you blow it up, it's hard for us to tell you how to attach a sound to it.

Also, you may want to wait a bit more than a few hours before reposting your request. Not everyone sits at their machine all day waiting for someone to post a question.
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nash
General Member
Since: Jan 18, 2004
Posts: 82
Last: Apr 29, 2006
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 08:27 pm
Sorry shos...

ok to blow up the barrel i make it script_model and script_exploder,100;(i want he disaper)

i cover it with a trigger damage box,script_exploder,100,

i put the fx whit is origin:
model,xmodel/fx
script_fxid,explosion
script_exploder,100

i put the script_model for the sound:targetname,explosion
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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Jul. 29, 2004 10:20 pm
Oh. So it looks like you are using the S&D built in stuff to handle the explosion stuff? You don't have anything in your .gsc for it?

Then, forget what I was saying :) I was basing what I said on what I did with a toilet. I had it as a trigger_use and when used, it would flush and then blow up. Unfortunately, there isn't a blown up toilet that I can replace it with - yet :)

I'm wondering if you can't attach the sound to one of the fx's. Since there are currently various fx's in CoD, maybe one could be customized to have your sound if there isn't one of the existing ones that works for you.
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