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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Elevator
Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Monday, Mar. 17, 2008 10:16 pm
I have tried creating a script_origin, linking it to the elevator and then playing the sound on it.

Just plays the sound at the start point however :-(

Glad some of you are finding the files helpful
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Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Monday, Mar. 17, 2008 11:05 pm
So it's not possible to script a script_origin I guess? Like moving it along with the elevator or would that be the same thing as linking it? I may have to settle for having the sound in the middle of the elevator path (if I can figure that one out).
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Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 18, 2008 06:45 pm
ok, can someone please see if I'm doing this right? I'm trying to add sound to an origin brush to work with this elevator script. Using tutorials found here, I've created a trigger_multiple brush where I want the sound to originate and gave it a targetname of elevator_sound. The scripting I have may or may not be right but I can't test it because when I try to compile BSP I get an error:

"model is an origin brush only"

Not sure if this is right but I did what the tutorial said. Any help would be great!
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Pedro699
General Member
Since: Jun 19, 2006
Posts: 781
Last: Dec 18, 2010
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Level 7
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 18, 2008 07:32 pm
A trigger is not really the way you want to do this.

A script_origin is created by

right click -> script -> origin

and giving it a targetname.

However, this has exactly the same effect as playing the sound on the elevator brushmodel itself, so you're not really gaining anything.

And ye, linking is the same as moving.

I'm trying to find moving things in MP / SP that have sounds. All I can think of is a vehicle (i.e. the helicopter) so I'm thinking of creating a custom vehicle and moving that instead.
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Wrecks
General Member
Since: Feb 16, 2008
Posts: 111
Last: Feb 7, 2009
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Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 18, 2008 07:45 pm
Thanks! That sounds awesome! It would be really cool to have the sound move with the car because if you're at the top of the elevator (for example) sniping [sniper](on the roof in my case) and someone is coming up the elevator it would be cool to hear it coming up. I may end up having to scrub that idea though.
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xfckup
General Member
Since: Mar 5, 2005
Posts: 80
Last: May 10, 2016
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Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 30, 2008 04:25 am
sorry about bumping this older thread, but i have a little problem with this script; everything is working fine, when the prefabs are used in an angular arrangement, but i have used this setup in a prefab of a house, which itself is prefabbed into the main map. alas the prefab house is rotated and so the moveX moves the doors relative to the northyaw of the map...

before activating the trigger, the doors are at the right place



but then it moveX relative to the north...



i already tried to measure the movement of the doors in the radiant and using this vector via moveX and accordingly moveY, but everything went wonky...any ideas how to fix this? is there a possible way to constrain this moveX relatively to some origin?

cheers [crazy]

edited on Dec. 29, 2008 11:25 pm by xfckup

edited on Dec. 29, 2008 11:29 pm by xfckup

edited on Dec. 29, 2008 11:34 pm by xfckup
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 30, 2008 09:05 am
Nope.. you'll have to make due with moveX and moveY at the same time...



Say the origin of the door is at 200,200,200 at the start, and has to be at 600,800,200 at the end.

This means the door has to travel 400 units along the X axis and 600 along the Y axis.

so

door moveX(400,3);
door moveY(600,3);
door waittill("movedone");

This should work, afaik.
As long as you move the X and Y in the same time (3 seconds in this case) and AT the same time (no waitill movedone between the two lines) it should work.
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xfckup
General Member
Since: Mar 5, 2005
Posts: 80
Last: May 10, 2016
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Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 30, 2008 11:17 am
k thx, then i wasn`t too far off, alas, tho no "door waittill("movedone"); is between the moveX and moveY, the script only executes the first move command...any hints about the correct syntax???

toprightdoor movey(29.5,0.05);
toprightdoor movex(-8.5,0.05);

anything to type in the script to execute moveX and moveY?
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xfckup
General Member
Since: Mar 5, 2005
Posts: 80
Last: May 10, 2016
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Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 30, 2008 11:55 am
hm, weird, when toprightdoor movey(29.5,0.05);
toprightdoor movex(-8.5,0.05); is given, it seems to only use the latter movex comand and vice versa...
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD4 MP Mapping
Posted: Tuesday, Dec. 30, 2008 12:18 pm
My guess... 0.05 seconds is a bit short.. try 1 second instead and see if that works better.

edit: Oh, there ofcourse is always the moveto function, which lets you move stuff to a location instead of along the x, y or z axis.

moveto ((x,y,z), time);

edited on Dec. 30, 2008 07:24 am by The_Caretaker
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