| Author |
Topic: Couple probs on my map |
| {[TLOTD]}-Kenny |
General Member Since: May 29, 2007 Posts: 8 Last: Jan 23, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| {[TLOTD]}-Kenny |
General Member Since: May 29, 2007 Posts: 8 Last: Jan 23, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, Sep. 11, 2007 11:07 pm |
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Yep
1. - Teleport script i got from the tutorials.
main()
{
entTransporter = getentarray("enter","targetname");
if(isdefined(entTransporter))
{
for(lp=0;lp
entTransporter[lp] thread Transporter();
}
}
Transporter()
{
while(true)
{
self waittill("trigger",other);
entTarget = getent(self.target, "targetname");
wait(0.10);
other setorigin(entTarget.origin);
other setplayerangles(entTarget.angles);
//iprintlnbold ("You have been teleported !!!");
wait(0.10);
}
}
I have went into the map & checked & double checked everything , trigs, targetnames, script origins. but still no joy.
2 - script for the planes was from the flying stuka tutorial.
main()
{
level thread planes();
}
planes()
{
level.PlaneSpeed = 7;
stuka1 = getent ("stuka1","targetname");
stuka2 = getent ("stuka2","targetname");
stuka3 = getent ("stuka3","targetname");
temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();
temp = getent (stuka2.target,"targetname");
stuka2.dest = temp.origin;
stuka2.start = stuka2.origin;
stuka2 hide();
temp = getent (stuka3.target,"targetname");
stuka3.dest = temp.origin;
stuka3.start = stuka3.origin;
stuka3 hide();
wait 2;
while (1)
{
stuka1 thread plane_flyby("stuka_flyby");
wait .15;
stuka2 thread plane_flyby("stuka_flyby");
wait .15;
stuka3 thread plane_flyby("stuka_flyby");
wait 60;
}
}
plane_flyby(sound)
{
// If you specified a sound to play then play it
if (isdefined (sound))
self playsound (sound);
wait 15;
self show();
self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);
wait level.PlaneSpeed;
self hide();
self.origin = self.start;
}
& the CSV i used the one from the map making bible & just added the code from the tutoial
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_tlotd_desert_base,,ambient/amb_africa01b.mp3,0.63,,,,,,,local,streamed,,looping,,tlotd_desert_base
#Tank sounds,,,,,,,,,,,,,,,
stuka_flyby,,vehicles/stuka_by02.wav,1.25,,,,100000,,,,,,,,
edited on Sep. 11, 2007 07:08 pm by {[TLOTD]}-Kenny |
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| Marshall2006 |
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General Member Since: May 1, 2006 Posts: 180 Last: Oct 24, 2010 [view latest posts] |
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| {[TLOTD]}-Kenny |
General Member Since: May 29, 2007 Posts: 8 Last: Jan 23, 2008 [view latest posts] |
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| the4threich |
General Member Since: May 28, 2006 Posts: 70 Last: Jan 25, 2008 [view latest posts] |
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| the4threich |
General Member Since: May 28, 2006 Posts: 70 Last: Jan 25, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Sep. 20, 2007 05:50 pm |
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The plane works just not the sound.
GSC
Code: main()
{
level thread planes();
}
planes()
{
level.PlaneSpeed = 3.5;
stuka1 = getent ("stuka1","targetname");
temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();
wait 2;
while (1)
{
stuka1 thread plane_flyby("stuka_flyby");
wait .15;
wait 60;
}
}
plane_flyby(sound)
{
// If you specified a sound to play then play it
if (isdefined (sound))
self playsound (sound);
wait 15;
self show();
self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1);
wait level.PlaneSpeed;
self hide();
self.origin = self.start;
}
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
#Flying Stuka
stuka_flyby,,vehicles/mrk_airplane_drone3b_loop.wav,1,,,,100000,,,,,,,,
#Exploding Barrel
barrels,,Explosions/exp_armoredcar.wav,1,,,,,50,3000,voice,streamed,,, |
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| Capt.Com |
General Member Since: Nov 14, 2004 Posts: 879 Last: Oct 6, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, Sep. 20, 2007 06:11 pm |
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Try this:
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
#Flying Stuka
stuka_flyby,,vehicles/mrk_airplane_drone3b_loop.wav,0.6,0.95,,,,,100000,local,streamed,,,,,,
#Exploding Barrel
barrels,,Explosions/exp_armoredcar.wav,1,,,,,50,3000,voice,streamed,,,
edited on Sep. 20, 2007 02:13 pm by Capt.Com |
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| the4threich |
General Member Since: May 28, 2006 Posts: 70 Last: Jan 25, 2008 [view latest posts] |
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| Capt.Com |
General Member Since: Nov 14, 2004 Posts: 879 Last: Oct 6, 2007 [view latest posts] |
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