I've tried a million variations... I just can't get away from this map... It's like an obsession... This is the last detail to work out... Let me repost what I have now for clarity
My map is called mp_msp4.iwd
in the .iwd I have 6 standard folders with these contents:
images/
loadscreen_mp_msp4.iwi (works)
maps/mp/
barrels.gsc (works)
mp_msp4.csv (works)
mp_msp4.d3dbsp (final compile complete and working)
mp_msp4.gsc *(works, except for elevator sound)
materials
loadscreen_mp_msp4 (works)
mp
mp_msp4.arena
sound/misc
elevator_msp4.wav *(not working in map)
soundaliases
mp_msp4.csv *(works except for elevator)
*mp_msp4.gsc
Code:
main()
{
maps\mp\barrels::barrelInit();
maps\mp\_load::main();
level thread weaponrespawner("weapons", 1);
level.elevatorDown = true;
level.elevatorMoving = false;
thread elevator_start();
ambientPlay("ambient_mp_msp4");
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".5");
}
weaponrespawner(targetname, defaultrespawndelay)
{
weapons = getentarray(targetname, "targetname");
if(weapons.size > 0)
{
for(i=0; i < weapons.size; i++)
{
if(!isdefined(weapons[i].script_timescale))
weapons[i].script_timescale = defaultrespawndelay;
weapons[i] thread
weapon_think(weapons[i].script_timescale);
}
}
}
weapon_think(delaytime)
{
classname = self.classname;
model = self.model;
count = self.count;
org = self.origin;
angles = self.angles;
targetname = self.targetname;
self waittill("trigger");
wait delaytime;
weapon = spawn(classname, org);
weapon.angles = angles;
weapon.count = count;
weapon setmodel(model);
weapon.script_timescale = delaytime;
weapon.targetname = targetname;
weapon thread weapon_think(delaytime);
}
elevator_start()
{
elevator = getentarray ("elevatorswitch","targetname");
if ( isdefined(elevator) )
for (i = 0; i < elevator.size; i++)
elevator[i] thread elevator_think();
}
elevator_think()
{
while (1)
{
self waittill ("trigger");
if (!level.elevatorMoving)
thread elevator_move();
}
}
elevator_move()
{
elevatormodel = getent ("elevatormodel", "targetname");
level.elevatorMoving = true;
wait (1);
if (level.elevatorDown)
{
elevatormodel playsound ("elevator1");
wait (1);
elevatormodel moveZ (1608,13,3,9);
elevatormodel waittill ("movedone");
level.elevatorDown = false;
}
else
{
elevatormodel playsound ("elevator1");
wait (1);
elevatormodel moveZ (-1608,13,3,9);
elevatormodel waittill ("movedone");
level.elevatorDown = true;
}
level.elevatorMoving = false;
}
*elevator_msp4.wav
Click here to watch elevator-msp4
*mp_msp4.csv
Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
#Ambiance,,,,,,,,,,,,,,,,,,,,,,,
ambient_mp_msp4,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_msp4,,,,,,,,
barrel_explosion,,explosions/exp_armoredcar.wav,0.8,1,,,,50,7000,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_explosion_imminent,,misc/metal_stress01.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_fire,,fire/Fire_Sm_loop01.wav,0.01,1,,,,50,1500,auto,streamed,,,,mp_msp4,,,,,,,,
#sound,,,,,,,,,,,,,,,,,,,,,,,
elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,
I really appreciate the help.. This is driving me crazy!
![[crazy]](images/BBCode/smilies/crazy.gif)