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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Sound FX
RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
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Level 4
Category: CoDUO Mapping
Posted: Friday, Oct. 29, 2004 02:21 am
What are you guys doing for sound effects?

I followed
this tutorial, but I get a compile error on the script. More specifically I get the error on the following line: for (i=1;i alerts[0] playsound("german2");

First off I want to make sure I have everything setup right. Here's how I have it setup in UO.



    c:program filescall of dutyuomapsmpMyMapName.gsc

    points to the first csv file

    c:program filescall of dutyuosoundloadspecsMyMapName.csv

    which points to the specific csv for my map

    c:program filescall of dutyuosoundaliasesMyMpaname.csv


I teaked everything. I used "german2" in my csv but that gave me the same error. I tried removing german2, adding a default sound from the game, and linking it appropriately to my csv's. Still no go.

I'm sure this is a simple fix. I'm not a scripter though. :ohwell: *ahem* I know some of you are though... [wink]
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RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Nov. 6, 2004 05:19 am
Ok, last post isn't explained very well.

I'm just trying to make a door emit a noise when it's opened or closed. I will post up my csv's and gsc later this weekend if I can.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Saturday, Nov. 6, 2004 04:51 pm
ok
first off that tutorial is outdated (doesn't work) for anything past CoD 1.2 (not sure why)

that said...the sounds for CoDUO are different from CoD in that we now need to add a soundloadspecs folder as well (2 csv's..lucky us)

BR3NT put together something a while back that i remmeber reading that pertained to the implementation of sounds in UO...this is about all i could find that has the required info doing a quick search...

[angryalien]
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RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Nov. 6, 2004 10:52 pm
Thanks for looking that up Stryder. [smile]
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RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Feb. 25, 2005 10:28 am
I have not been mapping much recently. After the computer crashed and I lost two maps, Ive been uninspired... [ohwell]


I have been playing around with scripts though. For an MP map that I will build when the time is right. The way Im doing my sounds now is by having the script generate a "script_model" from which the sound is emitted. Its invisible in the game and just has to be generated in coordinates where players dont bump into it. No problem so far.

I have some questions for scripting gurus.

1) I would like to have a sound emit from a location and repeat at a given interval. I don't want it to loop continuously. An example would be an ambient gun fire sound in the distance that starts and stops at a time I input. Any scripiting ideas on that? I might wat to have this shift around a bit (see question two).


2) I have the Stuka script running but I changed the sound to one that I like much better. Basically just a hum of a distant plane far overhead that only occurs on occasion. Unfortunately, the timing is way off now. Id like to adjust the timing but I would also consider just removing the stuka xmodel completely. Any idea for a script that that simply moves a sound accross the map? This would be very usefull, because Id like to implement it with the idea from the first question.

Thanks in advance,
Ryan
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Feb. 27, 2005 05:13 pm
1) create a playsound thread
in that thread call your playsound
then wait a certain amount of time (you specify or you can alternatively generate a random number larger than but less than for the wait)
then call your playsound thread again

2) for moving a sound all you need to do is move the origin...so for following a stuka, simply have the playsound at the stukas origin, and as the stuka moves, so will (should) your sound

[angryalien]
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