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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. 7, 2008 08:22 am
Hey,

I have been searching the site for awhile, wondering how to fix my error. I have read other forums on this, but they aren't for CoD2 and I think that is part of the problem why it isn't getting fixed.

Its coming up with the error of:
Code:
Error during initialization:
key 'name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle
null,,null.wav,,,,,,,,,,,,,

#Tank sounds,,,,,,,,,,,,,,,
stuka_flyby,,vehicles/stuka_by02.wav,1.25,,,,100000,,,,,,,, ' missing value in 'maps/mp/mp_partytime.csv'


I copied that straight from rasta's tutorial on making a stuka fly. I need help with this, and I'm sorry if there is already a forum on this because I must have missed this.

Thanks for your help. Much appreciated[biggrin]
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Nemo06c
General Member
Since: Jul 23, 2006
Posts: 303
Last: Feb 9, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 8, 2008 03:33 am
Post your gsc please
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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. 8, 2008 06:15 am
Sure...
Code:
main()
{
	maps\mp\planes::main();
	maps\mp\_load::main();

//	setCullFog (0, 000, 0.0, 0.0, 0.0, 0);
	setExpFog(0.0000, 0.0, 0.0, 0.0, 0);
	ambientPlay("ambient_france");

	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";

	setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".25");

}


I can't seem to be able to get any sound in my map. I have followed The Caretaker's tutorial on how to add ambient, but it didn't work for me. I really need some help.[ohwell]
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 8, 2008 08:22 am
We need you .csv more than your .gsc, the problem is being reported there, post it up and ill take a look.
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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. 8, 2008 11:48 am
Ok...
Code:
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle
null,,null.wav,,,,,,,,,,,,,
#Tank sounds,,,,,,,,,,,,,,,

stuka_flyby,,vehicles/stuka_by02.wav,1.25,,,,100000,,,,,,,,


Thats the 1 in the tutorial, but I have tried other tutorial ambient sounds, and none of them work...

Plus, I have added Prefab buildings, but there is an error with some of them, and it produces a sports car where the error is. What can I do to get rid of the sports car?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 8, 2008 02:57 pm
what program did you use to make your .csv file?

edit: the sportcar means your prefab contains an xmodel which is used for SP maps. The sportscar is the default model for unsupported models in MP games.

edited on Jun. 8, 2008 10:58 am by The_Caretaker
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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. 8, 2008 10:59 pm
Ok,

I made a text file, then named it mp_partytime.csv . It turned into an excel type program... Is that right?

So, how do I get rid of the sports cars? I edited 1 house to get rid of 1, but do I really have to edit every building to get rid of them? Or do I have to change the house?
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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. 9, 2008 12:42 am
So, I have tried some different things, none successful.

I would much prefer just getting the background noice working first, then the stuka.

So, I have used The_Caretakers Tut on it.
Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
#Ambiance

ambient_mp_partytime,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_partytime


And my .gsc file is
Code:
main()
{
	level._effect["fire"]=loadfx("fx/fire/building_fire_large.efx")
	maps\mp\_fx::loopfx("fire", (-942, -1806, 342), 0.6);
	level.effect["smoke"]=loadfx("fx/smoke/ash_smoke.efx")
	maps\mp\mp_partytime_fx::loopfx("smoke", (-942, -1806, 392), 0.7);
	maps\mp\planes::main();
	maps\mp\_load::main();

	//set background ambient noise
	ambientPlay("ambient_mp_partytime");

	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";

	setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".25");

}


I have tried to add smoke and fire, but that was another unsuccessful attempt...[cry]

Thanks
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Monday, Jun. 9, 2008 08:03 pm
Hmm... my tutorial works.
Do you get an error when you start your map? Or does the ambient sound just not play?

edit: you're better of altering the prefab, saving it under another name and placing that in your map.

edited on Jun. 9, 2008 04:04 pm by The_Caretaker
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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. 9, 2008 09:35 pm
Yeah, I did just alter the prefab, wasn't as hard as I expected.

I have altered my map so much that I can't remember... I was getting "unknown functions @ 98881", but I'm not really sure what that means.

So, for the ambient sound, am I meant to put each bit inside a comma, in a cell, or do I just copy and paste them into 1 cell?

edited on Jun. 9, 2008 05:36 pm by AusFastBowler
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