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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Jukebox in MP
TexasRebel
General Member
Since: May 1, 2006
Posts: 373
Last: Aug 20, 2013
[view latest posts]
Level 5
Category: CoD2 Scripting
Posted: Tuesday, Jul. 3, 2007 06:24 pm
the column named loadspec in csv, try putting the name of your map there. I map more for UO, and was first confused because I did not see another file that points the game to the csv. This column tells the game what map to use the sound in. Hope it works, if not we may need someone higher up to help out.
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Futtbucker
General Member
Since: Jun 23, 2006
Posts: 96
Last: Jul 21, 2007
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Level 3
Category: CoD2 Scripting
Posted: Wednesday, Jul. 4, 2007 10:41 am
Is this correct ?

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

sound,,misc/sound.wav,1,,,,,150,300,auto,,,nonlooping,,mp_begin,,,,,,,,







edited on Jul. 4, 2007 06:41 am by Futtbucker
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Futtbucker
General Member
Since: Jun 23, 2006
Posts: 96
Last: Jul 21, 2007
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Level 3
Category: CoD2 Scripting
Posted: Wednesday, Jul. 11, 2007 04:22 pm
bump [jumping]
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
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Level 3
Category: CoD2 Scripting
Posted: Tuesday, Aug. 7, 2007 09:34 pm
I'm curious as to the problem myself. I tried what you did and i get nothing at all.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Wednesday, Aug. 8, 2007 01:47 am
Try this 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

null,,null.wav,,,,,,,,,,,,,,,,,,,


#Level Specific,,,,,,,,,,,,,,,

sound,,misc/sound.wav,0.5,,,,,500,1500,auto,,,,,PutYourMapNameHere


I read somewhere that the null entries are important and usually needed.
Also your min/max distances were too small I thought.
And dont forget the put your map name at the end of the line in place of PutYourMapNameHere

Grassy
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
[view latest posts]
Level 3
Category: CoD2 Scripting
Posted: Wednesday, Aug. 8, 2007 02:15 am
Works great for me, this was killing me. I noticed i could only play it once, is there a way to do this so everytime it's activated it will play? As Larry the Cable Guy once said, "I'm happier than a fat kid eating a cupcake!" I'm going to try to create a video tutorial of this so others will be able to do this with realatively no problems.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoD2 Scripting
Posted: Thursday, Aug. 9, 2007 01:17 am
Heres a simple script i made so you can play random songs on the one trigger, just set up your alias names in a sequence as discussed above in this thread.
Make the sounds looping, the script will play a random song by default at the start.
When the trigger is activated the current sound is stopped and another random song is played.


Code:
//----------------------- Grassy's duke box script -----------------------
radio_control()
{
   //script brushmodel of your duke box
   model = getent("your_radio_model","targetname");
   
   //trigger use
   trig = getent("your_radio_trigger","targetname");

    //start a track playing
   model playloopsound("sound_alias");

   //enter a continuous loop
   while(1)
   {
      //wait for a trigger
      trig waittill("trigger");

      //stop current sound playing
      model stoploopsound("sound_alias");
      
      wait(0.5);
      
      //play some sort of mechanical sound
      model playsound("minefiled_click");
      
      wait(1);
      
      //now play another random looped sound
      model playloopsound("sound_alias");
      
  }
}


Regards Grassy
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