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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: Trigger Multiple With Sounds
Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Tuesday, Aug. 10, 2004 10:46 pm
How can I trigger a sound with a trigger_multiple? I have a pit in my map, and when the player falls in, he falls through the trigger brush. I made the trigger_multiple with the targetname "aircraft" as in the tutorial. My map name is mars2.bsp, and I have mars2.gsc which looks like this
Quote:


main()
{
setCullFog (0, 33500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");

mapsmp_load::main();
mapsmpsound1::main();


game["allies"] = "american";
game["axis"] = "german";

game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
game["defenders"] = "axis";

}



and I also have sound1.gsc
Quote:

{
{
thread alert_sound();

}

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


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

alerts[0] playsound("ambient_hurtgen_ext");

wait (20);

self thread alert_sound();

return;
}

}




I loaded my map up and passed through the trigger, but I heard nothing. I'm not sure if I followed the tutorial correctly because I don't have any models involved or an origin brush. Any help would be great, my map is 99% done except for this part, and I want to get it released ASAP. [twoguns]

Also, do I need a custom .csv if I don't use a custom sound? The one I picked came from the iw_sounds file.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Tuesday, Aug. 10, 2004 11:28 pm
the sound1.gsc can easily be incorporated into your mars2.gsc like so:
Code:
main()
{
setCullFog (0, 33500, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");
mapsmp_load::main();
game["allies"] = "american";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
}
{
thread alert_sound();
}
alert_sound()
{
alerts = getentarray ("aircraft", "targetname");
while (1)
{
for (i=1;i alerts[0] playsound("ambient_hurtgen_ext");
alerts[0] playsound("ambient_hurtgen_ext");
wait (20);
self thread alert_sound();
return;
}
}



this *should* work [angryalien]
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Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, Aug. 11, 2004 03:44 am
Hmm.... I think the .gsc is right now (i used yours), but when I walk through the trigger, I hear nothing. I'm beginning to think it was the way I mapped it. All I have right now is a 64x128x128 trigger_multiple with the targetname "aircraft" notihng else. I walk into the trigger but hear nothing, however, there are no errors in the console about the script. Am I supposed to have an origin brush somewhere in here? Do I need a .csv file? Thanks for the help, im this close to completion

| |

[twoguns]
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Wednesday, Aug. 11, 2004 11:42 am
what tutorial did you use? [angryalien]
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Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Wednesday, Aug. 11, 2004 02:28 pm
Tried both adding sound tutorials. Neither worked. I also tried several other sound effects to make sure it wasn't that one and I also tried using script_brushmodels and script_models and various other methods of triggering the sound and none worked. Maybe I can send you my .map?
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Aug. 12, 2004 01:31 am
hold onto that thought...the reason i asked is that i saw a triggered sounds tut that i wanted to add to this site...and be dammed if i can find it again....

i will keep looking for you...as of right now i have a little too much on my plate to be accepting any more maps at the present time [angryalien]
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Glenn
General Member
Since: Jan 7, 2003
Posts: 137
Last: Mar 2, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Aug. 12, 2004 04:01 am
that's cool... I understand. I think I may just leave the sounds out altogether if I don't get it working soon.
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