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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, supersword
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Author Topic: Sound Effects Question
Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Wednesday, Aug. 20, 2008 12:35 pm
A friend of mine recently came back from Iraq and has been showing us video's of what they went through over there.

He has several videos of enemy bombardments on his FOB, and whenever there was incoming artillery, there was an air-raid alarm that went off.

Is it possible to write into a map an air-raid alert sound scripted to go off whenever anyone drop arty? I would prefer to have one alarm in each base area so it would only go off if dropped in that area.

I thought about a simple trigger that would trigger the sound when the arty hit it, but that would really be too late, I'd like it to sound off as soon as the enemy pushes the mouse button to drop it.

Thanks in advance :)

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Gen_Boom
General Member
Since: Apr 24, 2006
Posts: 80
Last: May 5, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Aug. 20, 2008 03:05 pm
This should help...

The function is located in (and near the bottom):
pakuo01.pk3//maps/mp/gametype/_rank_gmi.gsc

It controls the sounds played when the artyu falls...

Code:

// ---------------------------------------------------------------------
//	artillery_strike_sounds
//
// 		Will play all the apropriate sounds whenever an artillery strike gets called
// ---------------------------------------------------------------------
artillery_strike_sounds()
{
	self endon("death");

	if ( self.pers["team"] == "allies" )	
	{
		switch( game["allies"])
		{
		case "british":
			fire_sound = "uk_fire_mission";
			incoming_sound = "uk_incoming";
			break;
		case "russian":
			fire_sound = "ru_fire_mission";
			incoming_sound = "ru_incoming";
			break;
		default:
			fire_sound = "us_fire_mission";
			incoming_sound = "us_incoming";
		}
	}
	else
	{
		fire_sound = "ge_fire_mission";
		incoming_sound = "ge_incoming";
	}
	
	while (1)
	{
		self waittill( "artillery", strike_point );
		
		// play the vo for calling in the artillery strike
		self playLocalSound(fire_sound);
		
		// now play the incoming sound for any teammates in the area
		players = getentarray("player", "classname");
		for(i = 0; i < players.size; i++)
		{
			player = players[i];
		
			if(player != self && player.pers["team"] == self.pers["team"])
			{
				dist = distance( player.origin, strike_point );
				
				// only play the warning if they are close to the strike area
				if ( dist < 1000 )
					player playLocalSound(incoming_sound);
			}
		}
		
		wait(0.1);	
	}
}



I see a few things that should helps you, look for them in the script:
- self waittill( "artillery", strike_point );
- // now play the incoming sound for any teammates in the area
- // only play the warning if they are close to the strike area


You can script right?
If yes than you should be able to figure it out...
Do some tests see if you get it...
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Aug. 22, 2008 05:04 pm
Thanks Gen_Boom :)

My scripting skills are, to be generous, "Beginner" level :)

From what I can see, the sound effect I need to redirect are the x_incoming; variables.

case "british":
fire_sound = "uk_fire_mission";
incoming_sound = "uk_incoming";
break;
case "russian":
fire_sound = "ru_fire_mission";
incoming_sound = "ru_incoming";
break;
default:
fire_sound = "us_fire_mission";
incoming_sound = "us_incoming";


I've looked in all the other pakuo files but can't find the .csv file where these variables are defined.

How would I go about redirecting these variables?

Thanks again :)
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Raven21633
General Member
Since: Jan 17, 2008
Posts: 184
Last: Sep 12, 2010
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Aug. 24, 2008 05:16 pm
Thanks for the help guys, but I think I'm just going to drop this part of the project.

I've tried everything I can think of/find and I just can't get it to work, plus the sound effect adds 6mb (pre-cooked weight) to the project.

Thanks for the help :)
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