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Topic: Silence? Want Sound. |
| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Sunday, May. 11, 2008 06:42 pm |
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Ok, Here's the Prob. I've Tried All the tut's on Here, and on CoDJumper.com. No Matter What I do I can not Get an Ambient Background Sound. I have the Soundaliases folder, and the Sound Folder. I think my Problem might be the .csv
Or maybe im not preparing it well enough In Radiant?, Either Way.. The Name of the Sound File Im Using is Called "amb_berlin_ext.wav" and it's In Sound/Ambient
Some one plz help! the Map name is RS_Kill
And Plz don't just send me to another tut.. I need a Personal Help. ![[exclamation]](images/BBCode/smilies/exclamation.gif) |
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| kiilllleer |
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General Member Since: Jun 26, 2006 Posts: 22 Last: May 11, 2008 [view latest posts] |
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| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 2008 [view latest posts] |
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| Welshy |
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Preferred Member Since: Feb 16, 2007 Posts: 1810 Last: Mar 22, 2020 [view latest posts] |
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Category: CoD Mapping Posted: Sunday, May. 11, 2008 07:12 pm |
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you need to create a gsc file for your map. Open a new notepad document and paste this into it, this is a basic gsc file
Code: main()
{
setCullFog (0, 13500, .32, .36, .40, 0);
ambientPlay("ambient_mp_dawnville");
maps\mp\_load::main();
game["allies"] = "american";
game["axis"] = "german";
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
}
this line ambientPlay("ambient_mp_dawnville");
is where you put which ambient sound you want to have. like kiilllleer said, you can have ambient_mp_carentan or whatever ones you want from the game. Then you need to save it as yourmapname.gsc and place it into your main/maps/mp folder along with your bsp file
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Have you heard the MODSonair Podcast?: www.modsonair.comMODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 5pm GMT to listen LIVE. |
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| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Sunday, May. 11, 2008 07:18 pm |
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Thanks, But Can you set it Up as German and British?
oh.. and this was the Code I WAS using..
Code: /////////////////////////////
//script by Pharao_FS////////
/////////////////////////////
//www.pharao-fs.de.vu////////
/////////////////////////////
main()
{
thread alert_sound();
}
alert_sound()
{
alerts = getentarray ("Ambience", "targetname");
while (1)
{
{
for (i=1;i<alerts.size;i++)
alerts[0] playsound("waterfall");
alerts[0] playsound("waterfall");
wait (2.0);
self thread alert_sound();
return;
}
}
} ![[sad]](images/BBCode/smilies/sad.gif) |
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| Welshy |
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Preferred Member Since: Feb 16, 2007 Posts: 1810 Last: Mar 22, 2020 [view latest posts] |
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Category: CoD Mapping Posted: Sunday, May. 11, 2008 07:30 pm |
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if you go here there is a list of "which bits of code do what"
to change it to british you need to change these lines
game["allies"] = "american";
to
game["allies"] = "british";
and
game["american_soldiertype"] = "airborne";
to
game["british_soldiertype"] = "commando";
oh and the code you were using is to play a waterfall sound when you walk near a certain object (i think)
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Have you heard the MODSonair Podcast?: www.modsonair.comMODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 5pm GMT to listen LIVE. |
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| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 2008 [view latest posts] |
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| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 2008 [view latest posts] |
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| shanehayesr |
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General Member Since: May 10, 2008 Posts: 125 Last: Jun 8, 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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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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