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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Adding sound to Flying Stukas in CoD2
AusFastBowler
General Member
Since: Jun 13, 2007
Posts: 64
Last: Oct 6, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 14, 2008 11:05 am
Nope... Is there something wrong with my gsc or csv? Or am I just missing something?
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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: CoD2 MP Mapping
Posted: Saturday, Jun. 14, 2008 01:06 pm
There does not seem to be something wrong with either your .gsc or .csv file. Do you get an error when running the map, or does everything run except there is no sound?/

What sound file are you currently using? vehicles/c47_flyby02.wav?

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AusFastBowler
General Member
Since: Jun 13, 2007
Posts: 64
Last: Oct 6, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Jun. 14, 2008 11:05 pm
Hey,

My map runs, it just doesn't have sound...

I am using a spitfire sound, from iw_06..

Is the slashes meant to be "/" or "\" ?

'Cause I put them as "\" on my .csv with the spitfire sound...

Thanks for your help so far.[thumbs_up]
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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: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 11:12 am
"a spitfire sound". What sound EXACTLY?

Also, do your planes start flying as soon as your map starts or is there a trigger or sometihng to start them off?
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AusFastBowler
General Member
Since: Jun 13, 2007
Posts: 64
Last: Oct 6, 2008
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Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 11:16 am
the sound file exactly is...

its in iw_06
sound\vehicles\mrk_plane_spitfire5.wav

For the timing, I used Rasta's code, and thats a loop timing. They start flying a bit after the map starts, but there is no trigger for them.
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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: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 12:13 pm

sound\vehicles\mrk_plane_spitfire5.wav
or

sound\vehicles\mrk_plane_flyby_spitfire5.wav

Because the latter one is actually a CoD2 sound.
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AusFastBowler
General Member
Since: Jun 13, 2007
Posts: 64
Last: Oct 6, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 12:18 pm
yeah, I forgot to post the "flyby"

Still no luck, I made 1 change, the slashes...

Is it a problem if I have changed the timing of the planes script?
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hansgrubber
General Member
Since: Aug 7, 2004
Posts: 196
Last: Jul 6, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 01:40 pm
man been awhile lets see.the way i got sound to play for planes was I had to play sound to script_model or a script_origin, sry can t find files.I used a modified version of uo map kharkov script and used multiple script_models/origins
to play sound thru map.the tutorial script made the planes fly straight where the kharkov script randomized the flight of planes. mp_uo_france_1944 was my map that i used the script
in but i can t find my copies.i used a random function to play
a diff plane sound alias each time.Maybe caretaker can help ya
with that.
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 15, 2008 04:15 pm
Just to help, make sure files are located in these locations:

maps--|
|--mp_map.gsc
|--mp_map.d3dbsp
|--planes.gsc
|--mp_map.csv //this is for your loadscreen

soundaliases--|
|--mp_map.csv //This is your sounds .csv

Now, for the .map.
1. make sure that your planes are script_models.
2. the planes should have a targetname of stuka1, stuka2, stuka3, ect.
3. make sure that the planes are connected to a script_origin across the map (the place where they will fly to).
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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AusFastBowler
General Member
Since: Jun 13, 2007
Posts: 64
Last: Oct 6, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Monday, Jun. 16, 2008 09:39 pm
OK, I have all them files, in the right place. Except for the mp_map.csv for the loadscreen, do I need that?
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