hi guys i wnat to put in my map the sound of the wind int he trees form remagen and the cricket sounds crom mohaa i looked in the gane and found this scr
// REMAGEN
// ARCHITECTURE: STAGGER
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Remagen"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm3"
// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm3.scr
exec global/ambient.scr mohdm3
thread global/door_locked.scr::lock
level waittill spawn
end
//-----------------------------------------------------------------------------
roundbasedthread:
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
now the crickets are in one of the single player maps i think i looked in the ambience file ...the only plave i could find any reference and found this
//
// global ambience script
// used for easy placement of ambient sounds
ambience:
if(level.script == "maps/dm/mohdm1.scr")
{
thread sound ( -56 -840 16 ) cricket
thread sound ( 582 2551 420 ) cricket
}
if(level.script == "maps/dm/mohdm2.scr")
{
thread sound ( -3452 -2640 64 ) wind_trees3
}
if(level.script == "maps/dm/mohdm3.scr")
{
thread sound ( 2839 -618 -87 ) wind_trees4
}
can someone tell me how to add the cricket and tree wind sounds?
thank you
wind tree/crickets ambient sound
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tuffstuff7
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tuffstuff7
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nuggets
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right then, i'll be yellow and you'll be white then i'll add the outcome in red 
hi guys i wnat to put in my map the sound of the wind int he trees form remagen and the cricket sounds crom mohaa i looked in the gane and found this scr
// REMAGEN just ignore these 3 lines, that's just crap, everything beginning with // means it's just a comment and also everything in between /* and */ are mulitline comments
// ARCHITECTURE: STAGGER
// SCRIPTING: POWZER
main: //this is the only thread that will be played upon loading the scr file, (providing you have end on it
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Remagen" //self explanitory
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm3"
// call additional stuff for playing this map round based is needed
if(level.roundbased) //if this is the case load roundbasedthread part of the script*
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm3.scr //change this to your script name
exec global/ambient.scr mohdm3 this is the whole background you will hear
thread global/door_locked.scr::lock //makes the locked doors play their sounds
level waittill spawn //only activates script after this when threads have been initialized and the player has spawned ( in spectator mode)
end 2 //should only be END
//-----------------------------------------------------------------------------
roundbasedthread: //has been activated by the level being activated where the red star is[/colo]*
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0 //turns off respawning, 1 will activate respawning[color]
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
now the crickets are in one of the single player maps i think i looked in the ambience file ...the only plave i could find any reference and found this
//
// global ambience script
// used for easy placement of ambient sounds
ambience:
if(level.script == "maps/dm/mohdm1.scr") //only use these positions if the certain map is loaded
{
thread sound ( -56 -840 16 ) cricket //play sound from that position
thread sound ( 582 2551 420 ) cricket
}
if(level.script == "maps/dm/mohdm2.scr")
{
thread sound ( -3452 -2640 64 ) wind_trees3
}
if(level.script == "maps/dm/mohdm3.scr")
{
thread sound ( 2839 -618 -87 ) wind_trees4
}
can someone tell me how to add the cricket and tree wind sounds?
thank you
//add this to your main thread
thread my_crickets
//then after all your main thread
my_crickets:
//the way they've done it
sound local.origin local.sound:
local.soundorigin = spawn script_model model "fx/dummy.tik"
local.soundorigin.origin = local.origin
local.soundorigin loopsound local.sound
local.soundorigin notsolid
end
//meaning that
thread sound ( 2839 -618 -87 ) wind_trees4
//will spawn a object that won't be seen (the dummy.tik) at the position given (using XYZ co-ordinates)
//then from that point playing and looping the sound
//the dummy is then made notsolid so it's passable
//or alternatively you could just,
/*
1. give your desired trees (the ones that'll play the wind sound
key: targetname
value: wind_tree_sound
2. insert a dummy model where you want to hear the cricket sounds from; or this can be a brush if you like, and make it a script object, and give it
key: targetname
value: cricket_sound
3. then the scripting...
*/
main:
thread my_tree_sounds
thread my_cricket_sounds
end
my_tree_sounds:
$wind_tree_sound loopsound wind_trees3
end
my_cricket_sounds:
$cricket_sound hide
$cricket_sound notsolid
$cricket_sound loopsound cricket
end
then hey presto, it might work
hi guys i wnat to put in my map the sound of the wind int he trees form remagen and the cricket sounds crom mohaa i looked in the gane and found this scr
// REMAGEN just ignore these 3 lines, that's just crap, everything beginning with // means it's just a comment and also everything in between /* and */ are mulitline comments
// ARCHITECTURE: STAGGER
// SCRIPTING: POWZER
main: //this is the only thread that will be played upon loading the scr file, (providing you have end on it
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Remagen" //self explanitory
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm3"
// call additional stuff for playing this map round based is needed
if(level.roundbased) //if this is the case load roundbasedthread part of the script*
thread roundbasedthread
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
level.script = maps/dm/mohdm3.scr //change this to your script name
exec global/ambient.scr mohdm3 this is the whole background you will hear
thread global/door_locked.scr::lock //makes the locked doors play their sounds
level waittill spawn //only activates script after this when threads have been initialized and the player has spawned ( in spectator mode)
end 2 //should only be END
//-----------------------------------------------------------------------------
roundbasedthread: //has been activated by the level being activated where the red star is[/colo]*
// Can specify different scoreboard messages for round based games here.
level waitTill prespawn
level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0 //turns off respawning, 1 will activate respawning[color]
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
level waittill roundstart
end
now the crickets are in one of the single player maps i think i looked in the ambience file ...the only plave i could find any reference and found this
//
// global ambience script
// used for easy placement of ambient sounds
ambience:
if(level.script == "maps/dm/mohdm1.scr") //only use these positions if the certain map is loaded
{
thread sound ( -56 -840 16 ) cricket //play sound from that position
thread sound ( 582 2551 420 ) cricket
}
if(level.script == "maps/dm/mohdm2.scr")
{
thread sound ( -3452 -2640 64 ) wind_trees3
}
if(level.script == "maps/dm/mohdm3.scr")
{
thread sound ( 2839 -618 -87 ) wind_trees4
}
can someone tell me how to add the cricket and tree wind sounds?
thank you
//add this to your main thread
thread my_crickets
//then after all your main thread
my_crickets:
//the way they've done it
sound local.origin local.sound:
local.soundorigin = spawn script_model model "fx/dummy.tik"
local.soundorigin.origin = local.origin
local.soundorigin loopsound local.sound
local.soundorigin notsolid
end
//meaning that
thread sound ( 2839 -618 -87 ) wind_trees4
//will spawn a object that won't be seen (the dummy.tik) at the position given (using XYZ co-ordinates)
//then from that point playing and looping the sound
//the dummy is then made notsolid so it's passable
//or alternatively you could just,
/*
1. give your desired trees (the ones that'll play the wind sound
key: targetname
value: wind_tree_sound
2. insert a dummy model where you want to hear the cricket sounds from; or this can be a brush if you like, and make it a script object, and give it
key: targetname
value: cricket_sound
3. then the scripting...
*/
main:
thread my_tree_sounds
thread my_cricket_sounds
end
my_tree_sounds:
$wind_tree_sound loopsound wind_trees3
end
my_cricket_sounds:
$cricket_sound hide
$cricket_sound notsolid
$cricket_sound loopsound cricket
end
then hey presto, it might work
hope this helps, prob not cos it's all foreign 2 me :-/
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tuffstuff7
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nuggets
- General
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- Contact:
the sounds won't play thro the entire map unless u put them in under ubersound
otherwise u can get them to play if you attach the second piece of script tp all the entities that need it,
sounds need a location 2 play from else they won't play at all, just place the souds onto entites that will be near where u want the sounds from
otherwise u can get them to play if you attach the second piece of script tp all the entities that need it,
sounds need a location 2 play from else they won't play at all, just place the souds onto entites that will be near where u want the sounds from
hope this helps, prob not cos it's all foreign 2 me :-/
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
range i'm not exactly sure about, i should really write some tut's but every1 else seems 2 b doing that at the moment,
yarik will probably read this and write it in a tutorial, most things with radiant are easy to do, it's just being able 2 understand the ways of doin it
u'll need to do the cyan part of the notes aswell
Yarik if you read this, no offense meant, i just know u like writing tut's 4 people
yarik will probably read this and write it in a tutorial, most things with radiant are easy to do, it's just being able 2 understand the ways of doin it
u'll need to do the cyan part of the notes aswell
Yarik if you read this, no offense meant, i just know u like writing tut's 4 people
hope this helps, prob not cos it's all foreign 2 me :-/