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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: Ambiant probs...
Cypher2004
General Member
Since: Jul 24, 2004
Posts: 312
Last: Feb 17, 2008
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Level 5
Category: CoD Mapping
Posted: Saturday, Oct. 9, 2004 04:08 pm
Code:
 ambientPlay("ambient_mp_brecourt"); 



Is that correct? if not, whats wrong?
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
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Im a HOST of MODSonair
Category: CoD Mapping
Posted: Saturday, Oct. 9, 2004 04:59 pm
that is the correct way to enter it...make sure that it is in the main section of your gsc, and it should work without problems [angryalien]
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Cypher2004
General Member
Since: Jul 24, 2004
Posts: 312
Last: Feb 17, 2008
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Level 5
Category: CoD Mapping
Posted: Sunday, Oct. 10, 2004 10:26 am
i know it shud work, i have it in a few of my other scripts, but the map opens and its silence. its really weird.
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drunkenclaptrap
General Member
Since: Mar 11, 2004
Posts: 310
Last: Nov 13, 2004
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Level 5
Category: CoD Mapping
Posted: Sunday, Oct. 10, 2004 10:38 am
Post your .gsc code here....I'll take a look

DC
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Schis
General Member
Since: Apr 22, 2004
Posts: 149
Last: Nov 2, 2009
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Level 4
Category: CoD Mapping
Posted: Wednesday, Oct. 13, 2004 01:00 pm
If you are loading your map in uo sound is handled differently, not all sound files are loaded.
Theres a new soundloadspecs system for UO for csv files,so its not finding your old csv.
You need,in some cases,two csv files now.
1 in soundaliases,and 1 in soundloadspecs/mp or sp
Have a look in pakuo03.pk3\soundloadspecs dir for examples.

Effectively you have to tell UO that your csv file exists.
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