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Cpt. Duke
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Post by Cpt. Duke »

Yes, this is done by the ubersound workaround.

Here's what you will use in you .scr file:

local.master = spawn ScriptMaster

local.master aliascache [aliasname] [soundfile] soundparms [basevolume] [randvolume] [basepitch] [randpitch] [mindist] [maxdist] [channel] loaded maps "YourMapNameHere"

Here's an example for your script:

main:

level waittill prespawn

local.master = spawn ScriptMaster

local.master aliascache tank_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"

end


Getting the flak to play the sound would be done like this:

$flak playsound tank_snd_fire2

This is just one of the many, many sound aliases you can copy from the ubersound.scr. You can find it in the Pak0.pk3

Note that this method will only work properly for the original MOHAA. It will not work with Spearhead or Breakthrough.

If this is a Spearhead or Breakthrough map, the second method is to write your own ubersound.scr and place it in the ubersound folder of your custom pk3. It can be of any title you want. Just use the setup and directory of the original ubersound.scr file.

I would recommend using the second method, as it is less prone to error.

Just as a reference, below is a portion of my ubersound script file. I gave it the title of BehindEnemyLines_Ubersound.scr


/////////////////////////////////////////////////////////
///////////////Behind Enemy Lines //////////////////
/////////////////////Sounds///////////////////////////
////////////////////////////////////////////////////////

settiki none

//==========================================================
// Jeep Sounds
//==========================================================

aliascache cache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps "test_BehindEnemyLines"

end


If need a little more help understanding this, just let me know!
:D
Last edited by Cpt. Duke on Wed Mar 30, 2011 2:01 pm, edited 1 time in total.
[D.o.G]FaDe2BlAcK
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Post by [D.o.G]FaDe2BlAcK »

Wow this should be super helpful, but I do have just a few questions.

1. What does the "Main:" mean in the first option? And do I put scripting anywhere in my .scr?

2. For the ubersound add-on, do I simply just add this in there?

aliascache tank_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest" (You remembered my map name :))

3. What do I do with this?

$flak playsound tank_snd_fire2


Here is what was in my ubersound before. (Yes, I did copy this from another map lol)

//Flak 88 gun
aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "m1l3 m3l2 m5l2 m5l3"
aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3 obj"
aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 weapon loaded maps "m3l2 m5l2 m5l3"
aliascache explode_flak881 sound/weapons/explo/Explo_MetalMed1.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 weapon loaded maps "m1 m3l2 m3l3 m5 m6 obj"
aliascache explode_flak882 sound/weapons/explo/Explo_MetalMed2.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 weapon loaded maps "m1 m3l2 m3l3 m5 m6 obj"
aliascache explode_flak883 sound/weapons/explo/Explo_MetalMed3.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 weapon loaded maps "m1 m3l2 m3l3 m5 m6 obj"
aliascache explode_flak884 sound/weapons/explo/Explo_MetalMed4.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 weapon loaded maps "m1 m3l2 m3l3 m5 m6 obj"
aliascache explode_aagun1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 1000 8000 weapon loaded maps "m1 m2 m3l2 m3l3 m5 m6 obj"
aliascache explode_aagun2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 1000 8000 weapon loaded maps "m1 m2 m3l2 m3l3 m5 m6 obj"
aliascache explode_aagun3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 1000 8000 weapon loaded maps "m1 m2 m3l2 m3l3 m5 m6 obj"
aliascache explode_aagun4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 1000 8000 weapon loaded maps "m1 m2 m3l2 m3l3 m5 m6 obj"

Is that right?
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Cpt. Duke
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Post by Cpt. Duke »

As an answer to your first three questions, I'll write an example script.

Let's say I created my own Flak cannon (targetname: $flak) and made it play a certain sound when triggered. Here's what my script would look like:

(Note that this is the first method)

Code: Select all

main:

local.master = spawn ScriptMaster

level waittill prespawn

thread sound_aliases

level waittill spawn

thread flak_sound

end



flak_sound:

$example_trigger waittill trigger

$flak playsound tank_snd_fire2

end



sound_aliases:

local.master aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "mymapname"
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "mymapname"
local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "mymapname"

end
Remember, this is just an example to show you how sound aliases work. Your own script may very look different than mine.

For the second method...

Instead of placing the sound aliases directly into your script, I would create a separate script that contains all sound aliases you want to use. As long as this script is placed into the main/ubersound directory, the game will automatically load it.

example:

Code: Select all

settiki none

//==========================================================
// Jeep Sounds
//==========================================================

aliascache cache jeep_snd_idle sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_run sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revup sound/vehicle/veh_jeep_start.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_revdown sound/vehicle/veh_jeep_revdown.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_shift2 sound/vehicle/veh_jeep_shiftout.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_on sound/vehicle/veh_jeep_start.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_start sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_off sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_stop sound/vehicle/veh_jeep_off.wav soundparms 1.5 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.2 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.28 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 2.8 0.0 1.0 0.0 800 4000 auto loaded maps "test_BehindEnemyLines"
aliascache cache jeep_vehicle_crash sound/null.wav soundparms 0.7 0.4 1.0 0.5 100 1600 auto loaded maps "test_BehindEnemyLines"

//==========================================================
// Opel Truck Sounds
//==========================================================

aliascache  cache opeltruck_snd_idle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 500 7000 auto streamed maps "test_BehindEnemyLines"
aliascache  cache opeltruck_snd_run sound/vehicle/veh_truck_move.wav soundparms 1.3 0.0 0.9 0.0 2000 9000 auto streamed maps "test_BehindEnemyLines"
aliascache cache  opeltruck_snd_revup sound/vehicle/veh_truck_revup.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache  cache opeltruck_snd_revdown sound/vehicle/veh_truck_revdown.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache  opeltruck_snd_shift1 sound/vehicle/veh_truck_shiftin.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache  opeltruck_snd_shift2 sound/vehicle/veh_truck_shiftout.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto streamed maps "test_BehindEnemyLines"
aliascache  cache opeltruck_snd_on sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_snd_start sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_snd_off sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_snd_stop sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_tread_snd_dirt sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 600 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_tread_snd_stone sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 600 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_tread_snd_grass sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 600 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_tread_snd_wood sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 600 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_tread_snd_mud sound/vehicle/veh_tread_grass.wav soundparms 0.25 0.0 1.0 0.0 600 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_snd_doorclose sound/mechanics/DoorJeepClose_02.wav soundparms 1.0 0.0 1.0 0.0 400 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_snd_dooropen sound/mechanics/DoorJeepOpen_01.wav soundparms 1.0 0.0 1.0 0.0 400 4000 auto streamed maps "test_BehindEnemyLines"
aliascache cache opeltruck_damage sound/vehicle/opeltruck_damage.wav soundparms 4.0 0.2 0.5 0.2 4000 6000 auto streamed maps "test_BehindEnemyLines"
aliascache cache explode_truck1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 1.2 0.2 0.8 0.2 1500 8000 weapon loaded maps "test_BehindEnemyLines"
aliascache cache explode_truck2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 1.2 0.2 0.8 0.2 1500 8000 weapon loaded maps "test_BehindEnemyLines"
aliascache cache explode_truck3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 1.2 0.2 0.8 0.2 1500 8000 weapon loaded maps "test_BehindEnemyLines"
aliascache cache explode_truck4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 1.2 0.2 0.8 0.2 1500 8000 weapon loaded maps "test_BehindEnemyLines"
aliascache cache explode_truck5 sound/weapons/explo/Explo_MetalMed5.wav soundparms 1.2 0.2 0.8 0.2 1500 8000 weapon loaded maps "test_BehindEnemyLines"

end
Like I said before, the second method is much better if you are making a map from scratch, as it is less prone to errors.

Also notice that your map name should be included in each sound alias.
Last edited by Cpt. Duke on Wed Mar 30, 2011 7:18 pm, edited 2 times in total.
[D.o.G]FaDe2BlAcK
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Post by [D.o.G]FaDe2BlAcK »

So I could make my own file in the main/ui folder and have it just consist of this?

local.master aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "FlakFest""
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"

end

Or does there have to be more?
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Cpt. Duke
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Post by Cpt. Duke »

[D.o.G]FaDe2BlAcK wrote:So I could make my own file in the main/ui folder and...
The file must be placed in the main/ubersound folder.
[D.o.G]FaDe2BlAcK wrote:have it just consist of this?

local.master aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "FlakFest""
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
Here's what your entire ubersound script file should look like.

Code: Select all

settiki none

aliascache flak_snd_move sound/vehicle/veh_tank_turret1.wav soundparms 0.9 0.2 0.9 0.2 800 4000 auto loaded maps "FlakFest"
aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"
aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "FlakFest"

end

[D.o.G]FaDe2BlAcK
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Post by [D.o.G]FaDe2BlAcK »

Oh sorry I did mean to write main/ubersound :oops:

And thank you very much, I can't wait to test this out!

One final question I have is, how do I target the file? Is there a special name I should give it?
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Cpt. Duke
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Post by Cpt. Duke »

You can give it whichever name you want. As long as the file is placed in the ubersound folder, the game will automatically load it. :)
tomas
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Joined: Sun Apr 10, 2011 9:41 pm
Location: POLAND

server crashes

Post by tomas »

Hi my name is Thomas and I am of Polish ... a few years ago I found this map and I really liked, something unfortunately does not play this map. Map with modification Mefy's (Voodoo-dolls) after a few rounds (40 minutes), the map crashes the server.
Each time the console shows me something like this(I think red is a problem)

------ Server Initialization Complete ------ 0.03 seconds
invalid cvar name string: "camper_typy
=BASE=.:ToMaS:. took himself out of commision
=BASE=GeKoN blew up
=BASE=GeKoN blew up
=BASE=.:ToMaS:. blew up
------ Server Initialization ------
Server: dm/stalingrad_3_dm
=BASE=GeKoN has entered the battle
=BASE=.:ToMaS:. has entered the battle
------ Server Initialization Complete ------ 0.03 seconds
invalid cvar name string: "camper_typy
Client 14 connecting with 1000 challenge ping
Client 14 connecting with 4000 challenge ping
Client 14 connecting with 7000 challenge ping
Client 14 connecting with 10000 challenge ping
Client 14 connecting with 13050 challenge ping

ASSERT: [qcommon/common.c:406] SV_FindIndex: overflow max512 create1 name sound/dialogue/Multiplayer/a/AMdfr_o_07h.WAV1 (fyi)
********************
ERROR: SV_FindIndex: overflow max512 create1 name sound/dialogue/Multiplayer/a/AMdfr_o_07h.WAV1
********************
----- Server Shutdown -----
------ Unloading fgameded.so ------
---------------------------

or

------ Server Initialization ------
Server: dm/stalingrad_3_dm
=BASE=GeKoN has entered the battle
=BASE=.:ToMaS:. has entered the battle
=BASE= EVIL has entered the battle
=BASE=Suriel has entered the battle
K-98#krwawa_mery�' has entered the battle
Stalker has entered the battle
------ Server Initialization Complete ------ 0.04 seconds
invalid cvar name string: "camper_typy
Client 14 connecting with 50 challenge ping

ASSERT: [qcommon/common.c:406] SV_FindIndex: overflow max512 create1 name sound/dialogue/Multiplayer/g/GRden_o_13i.wav1 (fyi)
********************
ERROR: SV_FindIndex: overflow max512 create1 name sound/dialogue/Multiplayer/g/GRden_o_13i.wav1
********************
----- Server Shutdown -----
------ Unloading fgameded.so ------
---------------------------
Server is not running.

sometimes changing the name of the wav file, but it is always sound / dialogue / Multiplayer / g or a folder

Is anyone able to fix this map ...
Please someone fix this map for me, I'm not too well I do not know about making maps with mods inside. Maybe the problem lies in some scripts.

Thank you for reading this and for what any help.
Here's the map:
http://www.gamefront.com/files/2580962/stalingrad3.zip

Thomas (Polish)
popcorn
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Posts: 5
Joined: Sun Jun 05, 2011 5:43 am

help with jetpack

Post by popcorn »

i tried many times to mod a jetpack but i failed , can some one tell me the script for jetpack please.

thanks for help
pwncorn
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Posts: 5
Joined: Sat Jun 04, 2011 11:18 am

help with tigger color

Post by pwncorn »

i want to make a red tigger but i dont know alot in colors i just know
emitters/adamspark.tik
emitters/welding_spark.tik
static/corona_orange.tik

if some one know the red color please give me it thanks.
neillomax
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Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

10 0 0
popcorn
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Posts: 5
Joined: Sun Jun 05, 2011 5:43 am

help with teleport script

Post by popcorn »

i wanted to make this teleport color red can some one help me

teletrig:
local.smoke1 = spawn script_model model "static/corona_reg.tik"
local.smoke1 origin ( -2781.26 -1077.35 83.11 )
local.smoke1 light 10 0 0 // r g b radius
local.smoke1 scale 1
local.smoke1 notsolid
local.trig = spawn trigger_multiple
local.trig.origin = ( -2781.26 -1077.35 83.11 )
local.trig setsize ( -50 -50 -50 ) ( 50 50 50 )
local.trig.targetname = "port"
$port setthread teleport
end
teleport:
local.player = parm.other
local.player tele ( -1276.74 -812.20 83.48 )
local.player nodamage
wait 10
local.player takedamage
end

or even give me other script for red teleport
popcorn
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Joined: Sun Jun 05, 2011 5:43 am

help with // set scoreboard messages

Post by popcorn »

// set scoreboard messages
setcvar "g_obj_alliedtext1" "...."
setcvar "g_obj_alliedtext2" "....."
setcvar "g_obj_alliedtext3" ".."
setcvar "g_obj_axistext1" "....."
setcvar "g_obj_axistext2" "....."
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "...."

i am doing objective map and this is the scoreboard msg and it come like this

Allied objectives:
.....
....

Axis objectives:
....
....

but i dont want it like this i want it one box like the (team match)
any idea
please help me.
thanks
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

fx_corona_red.tik

in place of

"static/corona_reg.tik"


??????????
User avatar
Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Red Corona?

Post by Cpt. Duke »

Hi!

If you are looking for a red corona, you can use fx/corona_red.tik

Cheers! :D
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