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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Help
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Thursday, Apr. 12, 2007 09:15 pm
the csv located in the "sounds" folder of my IWD
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,,,,,,,,
elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,


the gsc file located in the "maps/mp" folder of my IWD

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 (1608,9,4,4);
	elevatormodel waittill ("movedone");
	level.elevatorDown = false;
}
	else 
{
	elevatormodel playsound ("elevator1");
	wait (1);
	elevatormodel moveZ (-1608,9,4,4);
	elevatormodel waittill ("movedone");
	level.elevatorDown = true;
}
	level.elevatorMoving = false;
}


Then I have my mono, 352kbps, 16bit, 22kHz, PCM wav in the "misc" folder of my IWD
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Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Apr. 13, 2007 01:53 am
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]
Share |
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Apr. 13, 2007 10:21 pm
when I change the csv setting "auto" to "local" as suggested in another thread, the sound works, BUT it can be heard all over the map... Why wouldn't auto work?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 14, 2007 07:38 am
Try adjusting the dist_max value... (2500 in your .gsc file)
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Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 14, 2007 04:35 pm
The_Caretaker writes...
Quote:
Try adjusting the dist_max value... (2500 in your .gsc file)


I gave this a shot all the way down to 50, but as long as the file is Local it plays on the whole map and when it is auto, it doesn't play at all... Can I send you the IWD to look at?
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