ARTILLERY LEADINS?? Are they F'in possible in MP???
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ARTILLERY LEADINS?? Are they F'in possible in MP???
FREAKIN' SERIOUSLY FOLKS, I'm no wizz at doing anything with sounds, idiot, even. But, come on, isn't there some way to get those damn arty leadin sounds to play??? I swear I did a long time ago with AA, now working with SH. NONE of the tuts or methods work for me...as I said, I guess I'm an idiot when working with sounds. I've tried JVs work around...nothing, tried tiki files, nothing.... any ideas??? Custom sounds, well, I suck there too, but I really need these arty sounds...any one of them to work in a MP map.
- martijn_NL
- Map Reviewer
- Posts: 156
- Joined: Mon Apr 14, 2003 5:33 pm
- Location: The Netherlands
- Contact:
U make a directory ubersound in your main directory and then u make a script file in it and u name it the same name as your map name.
This u need to add in your script (example):
This is an exampel, but u now u have to make it with your own sound on the same way i did.
With my sounds it worked in SH on this way, hopes it worked out on your sounds in your map
This u need to add in your script (example):
Code: Select all
cache stonesmall01 sound/mechanics/Obj_BreakStoneSml_01.wav soundparms 0.6 0.4 1.0 0.4 1000 8000 auto loaded maps "m dm obj"With my sounds it worked in SH on this way, hopes it worked out on your sounds in your map
Mapping 4 life
I don't get errors. I get NO sound for the arty leadins only... other sounds work fine. Below is the section of script. Below that, the exploder part that works fine, except no leadin sound.
//////////////////////////
level waittill prespawn
//////////////////////////
$world farplane_color (0.675 0.663 0.651) //omaha obj3 map
level.fogplane = 4096 //3072 //3584 //4096
$world farplane level.fogplane
$world farplane_cull 0
// I HAD THE SOUND SCRIPT IN HERE BEFORE, BUT DELETED IT DUE TO NO RESULTS...OR POOR MANAGEMENT ON MY PART.
//////////////////////////
level waittill spawn
//////////////////////////
=========== exploder portion ===========
axis_arty_a:
wait 5
local.location = ((randomint (11)) + 1)
local.location = $("axis_arty_a" + local.location)
$axis_arty_shella.origin = local.location.origin
$axis_arty_shella playsound arty_leadinmp1
wait .9
$axis_arty_shella anim start
$axis_arty_shella playsound arty_exp_sand1
$axis_arty_shella damage 300
radiusdamage $axis_arty_shella 512 512
(this goes on for 15 random explosions at 12 spots; but they're identical and no need to paste them in)
//////////////////////////
level waittill prespawn
//////////////////////////
$world farplane_color (0.675 0.663 0.651) //omaha obj3 map
level.fogplane = 4096 //3072 //3584 //4096
$world farplane level.fogplane
$world farplane_cull 0
// I HAD THE SOUND SCRIPT IN HERE BEFORE, BUT DELETED IT DUE TO NO RESULTS...OR POOR MANAGEMENT ON MY PART.
//////////////////////////
level waittill spawn
//////////////////////////
=========== exploder portion ===========
axis_arty_a:
wait 5
local.location = ((randomint (11)) + 1)
local.location = $("axis_arty_a" + local.location)
$axis_arty_shella.origin = local.location.origin
$axis_arty_shella playsound arty_leadinmp1
wait .9
$axis_arty_shella anim start
$axis_arty_shella playsound arty_exp_sand1
$axis_arty_shella damage 300
radiusdamage $axis_arty_shella 512 512
(this goes on for 15 random explosions at 12 spots; but they're identical and no need to paste them in)
