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Topic: Adding sound to Flying Stukas in CoD2 |
| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jun. 7, 2008 08:22 am |
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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]](images/BBCode/smilies/biggrin.gif) |
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| Nemo06c |
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General Member Since: Jul 23, 2006 Posts: 303 Last: Feb 9, 2010 [view latest posts] |
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| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Jun. 8, 2008 06:15 am |
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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]](images/BBCode/smilies/ohwell.gif) |
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| Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Jun. 8, 2008 11:48 am |
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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] |
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| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Monday, Jun. 9, 2008 12:42 am |
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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...
Thanks |
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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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| AusFastBowler |
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General Member Since: Jun 13, 2007 Posts: 64 Last: Oct 6, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Monday, Jun. 9, 2008 09:35 pm |
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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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