New ubersound work-around!

Post your scripting questions / solutions here

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tltrude
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iprintlnbold

Post by tltrude »

If you use "iprintlnbold_noloc" it wont give the localization errors for your two messages.
Last edited by tltrude on Tue May 04, 2004 2:55 pm, edited 1 time in total.
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theMechanic
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Post by theMechanic »

Thanks Guys!! You are truely helpful and all works great now :)
kjmarket
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Post by kjmarket »

I have been trying to use bdbodger's dog script,a nd have it working great, except I havent gottent he sound to work at all. I'm using it on spearhead. Now, I saw this and thought it might fix it, but I still get a ton of scrolling needs alias in ubersound messages for allt he sounds. Heres what I have above waittill spawn:

Code: Select all

local.master = spawn ScriptMaster 
local.master aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps " dm obj "
local.master aliascache dog_bark2 sound/characters/dog_bark_2.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps "  dm obj "
local.master aliascache dog_bark3 sound/characters/dog_bark_3.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps " dm obj "
local.master aliascache dog_sniff sound/characters/dog_bark_4.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps " dm obj "

local.master aliascache dog_pain1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_pain2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_pain3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_pain4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_pain5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "

local.master aliascache dog_death1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_death2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_death3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_death4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_death5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "

local.master aliascache dog_bite1 sound/characters/dog_bite_1.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_bite2 sound/characters/dog_bite_2.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_bite3 sound/characters/dog_bite_3.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "
local.master aliascache dog_bite4 sound/characters/dog_bite_4.wav soundparms 1.5 0.0 0.8 0.4 500 4000 voice loaded maps " dm obj "

local.master aliascache dog_collar1 sound/characters/dog_collar_1.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps " dm obj "
local.master aliascache dog_collar2 sound/characters/dog_collar_3.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps " dm obj "
local.master aliascache dog_collar3 sound/characters/dog_collar_4.wav soundparms 0.8 0.2 0.8 0.3 160 2000 auto loaded maps " dm obj "

local.master aliascache dog_fs1 sound/characters/dog_footstep_1.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs2 sound/characters/dog_footstep_2.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs3 sound/characters/dog_footstep_3.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs4 sound/characters/dog_footstep_4.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs5 sound/characters/dog_footstep_5.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs6 sound/characters/dog_footstep_6.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs7 sound/characters/dog_footstep_7.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "
local.master aliascache dog_fs8 sound/characters/dog_footstep_8.wav soundparms 0.5 0.25 0.8 0.3 160 4000 auto loaded maps " dm obj "

local.master aliascache dog_growl1 sound/characters/dog_growl_1.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_growl2 sound/characters/dog_growl_2.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_growl3 sound/characters/dog_growl_3.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_growl4 sound/characters/dog_growl_4.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_growl5 sound/characters/dog_growl_5.wav soundparms 1.0 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "

local.master aliascache dog_pant1 sound/characters/dog_pant_1.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant2 sound/characters/dog_pant_2.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant3 sound/characters/dog_pant_3.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant4 sound/characters/dog_pant_4.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant5 sound/characters/dog_pant_5.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant6 sound/characters/dog_bark_4.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
local.master aliascache dog_pant7 sound/characters/dog_bark_5.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps " dm obj "
What am I doing wrong?
jv_map
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Post by jv_map »

Using Spearhead.... this work-around doesn't work for spearhead :(

You can however make your own myubersound.scr in the mainta/ubersound folder with the necessary sound aliases :) :D
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Post by small_sumo »

Shame they got it right for sh and sh wasnt a free patch as it should have been. The whole community would have been much stronger if they did that.

Greedy EA.
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Yeah Truth above Honor Man ;)
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diego
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Post by diego »

Ok, I'm going to play dumb and ask what exactly each of the numbers for the sound parameters represent:

Code: Select all

local.master aliascache Fire sound/bktown/fireplace.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
I am guessing the first number is for volume, but I'm not sure on that one. The last 2 numbers I understand are for the range of the sound. So what are the rest for?

Also, if one of these numbers happens to represent the channel the sound is playing on, can that cause playback problems if a lot of sounds are using the same one? I'm having problems in my map where 1 group of scripted sounds will kill another if I use them first. (It doesn't interrupt the sound, it just prevents it from playing at all.)

This is my full list of aliases:

Code: Select all

  	local.master aliascache piano sound/bktown/pianoman.mp3 soundparms 1.0 1.0 1.0 0.0 300 1000 auto loaded maps "obj dm"
	local.master aliascache Omega1 sound/bktown/Omega1.mp3 soundparms 2.0 1.0 1.0 0.0 200 475 auto loaded maps "obj dm"
	local.master aliascache Omega2 sound/bktown/Omega2.mp3 soundparms 3.0 1.0 1.0 0.0 200 475 auto loaded maps "obj dm"
	local.master aliascache NtGrl1 sound/bktown/NiteGirl.mp3 soundparms 1.0 1.0 1.0 0.0 200 1000 auto loaded maps "obj dm"
	local.master aliascache snore sound/bktown/snore.mp3 soundparms 2.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"	
	local.master aliascache Fire sound/bktown/fireplace.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Fire2 sound/bktown/fireplace.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"	
	local.master aliascache Fire3 sound/bktown/fireplace.mp3 soundparms 1.5 1.0 1.0 0.0 300 600 auto loaded maps "obj dm"	
	local.master aliascache Bugsy sound/bktown/BUGS1.mp3 soundparms 1.0 1.0 1.0 0.0 100 300 auto loaded maps "obj dm"
	local.master aliascache Laugh sound/bktown/Laugh.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Alarm sound/bktown/Alarm.mp3 soundparms 1.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Press sound/bktown/Press.mp3 soundparms 0.5 1.0 1.0 0.0 200 350 auto loaded maps "obj dm"
	local.master aliascache Beavis_1 sound/bktown/Beavis_01.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Beavis_2 sound/bktown/Beavis_02.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Beavis_3 sound/bktown/Beavis_03.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Beavis_4 sound/bktown/Beavis_04.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Beavis_5 sound/bktown/Beavis_05.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Boiler sound/bktown/BoilerRoom.mp3 soundparms 1.2 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Slix_1 sound/bktown/Funky.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_2 sound/bktown/GetDown.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_3 sound/bktown/Alive.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_4 sound/bktown/Love.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_5 sound/bktown/KungFu.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_6 sound/bktown/BrickHouse.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Slix_7 sound/bktown/Magnum.mp3 soundparms 1.0 1.0 1.0 0.0 200 500 auto loaded maps "obj dm"
	local.master aliascache Flush sound/bktown/flush.mp3 soundparms 3.0 1.0 1.0 0.0 300 500 auto loaded maps "obj dm"
	local.master aliascache stonedoor sound/bktown/stonedoor.mp3 soundparms 3.0 1.0 1.0 0.0 300 500 auto loaded maps "obj dm"
	local.master aliascache Blaster_1 sound/bktown/Blaster_01.mp3 soundparms 2.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Blaster_2 sound/bktown/Blaster_02.mp3 soundparms 2.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Blaster_3 sound/bktown/Blaster_03.mp3 soundparms 2.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Blaster_4 sound/bktown/Blaster_04.mp3 soundparms 2.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"
	local.master aliascache Blaster_5 sound/bktown/Blaster_05.mp3 soundparms 2.0 1.0 1.0 0.0 500 1000 auto loaded maps "obj dm"

Diego
jv_map
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Post by jv_map »

See ubersound/ubersound.scr for an explanation of the parameters ;)
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Bjarne BZR
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Post by Bjarne BZR »

As strange as it may seem, the developer and author of the ubersound.scr file actually included documenation in the file :shock: :D

Code: Select all

UBER SOUND FILE
Current Format:
aliascache (?alias?) snd wavfile soundparms basevol volmod basepitch pitchmod minDist maxDist channel loaded|streamed maps "mapstr1 mapstring2 mapstring3 ..."

MIN DIST AND MAX DIST
sound has linear falloff from minDist to maxDist.  Within minDist sound is at normal volume.  Units are 16 = 1 foot.

Carl's explanation of channels:
Audio channel notes:
- All audio channels except for the "auto" channel only allow one sound to be played on them by any particular entity. So, for example, you could have three different Germans all playing sounds on their "weapon" channel, but you couldn't have a single German playing three sounds on his single "weapon" channel.
- Nothing is allowed to override sounds made by the player's character except other player sounds, regardless of channel number.

Audio channel descriptions:
Sound channel priority from lowest to highest is:
0 - auto - This is considered the lowest audio channel priority. It always plays if possible (hardware audio channel available) and they don't override previously played sounds. If no channels are available, the sound will just not play. This is best used for things that do not have a particular entity or character related to them (like bullet hit sounds), or are not overly important sound (like shell casing landing sounds or footsteps).
1 - body - these are sounds made by a characters body. These include sounds like impact sounds (from falling & landing hard) and equipment movement jingles.
2 - item - These are sounds made by items on a character, or that represent some sort of item related sound. These would include sounds made by any misc items carried by a character like papers or binorulars, but could also be used as a second weapon sound channel if it is required for a weapon to play two different sounds at the same time. This is also the channel that should be used for weapon reload sound to prevent them from cutting off long firing sounds.
3 - weaponidle - is for constant sound made by weapons or possibly the character itself. An example from Quake3 would be the rail gun hum, but I can't think of any examples from MoH.
4 - voice - These are vocal sounds made by a character such as pain, death, and yelling during combat. This is effectively a lower priority dialog channel for general use throughout the majority of the game.
5 - local - This plays a sound that is considered to be "local" to the player. Meaning, it does not do 3D spatialization on the sound. It does adjust the volume of the sound according to distance though. This is best used for playing sounds that should sound omni-directional like rain or lightning.
6 - weapon - These are the sound that are made by the characters' weapons. These include the firing sounds, but not reloading sounds.
7 - dialog_secondary - This is a secondary backup dialog channel. Good for use with lower priority dialog such as idle chatter between characters, as it's considered to be lower priority than regular dialog. This should only include spoken dialog that will have subtitle text.
8 - dialog - This is the primary sould channel for playing character dialog. This should only include spoken dialog that will have subtitle text.
9 - menu - This is the sound channel for menu sounds to play on.

soundparms parameters are: <BaseVolume> <RandVolume> <BasePitch> <randPitch> <minDist> <maxDist> <Channel> <Loaded/Streamed>
---------------------------------------------------------

list of all single player maps
m1l1 m1l2a m1l2b m1l3a m1l3b m1l3c m2l1 m2l2a m2l2b m2l2c m2l3 m3l1a m3l1b m3l2 m3l3 m4l0 m4l1 m4l2 m4l3 m5l1a m5l1b m5l2a m5l2b m5l3 m6l1a m6l1b m6l1c m6l2a m6l2b m6l3a m6l3b m6l3c m6l3d dm moh obj train
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diego
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Post by diego »

Wow! Documentation. What will they think of next?

Thanks for the info. It's obvious my "auto" priority is why that other sound is getting stomped. I'll probaby use the voice channel instead so that doesn't happen. Now if I can just figure out why my map crashes on the server every 5 minutes .....

But I'll save that for another post after I've exhausted myself looking for the problem.
Diego
Ski
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Post by Ski »

jv_map wrote:As the dust settles I may have something interesting for you guys :)

A little global script that loads all sounds required for a single player map (so you don't have to copy all those lines from the ubersound.scr and uberdialog.scr yourself).

There you go (see the file for instructions):
http://home.student.utwente.nl/a.b.vrij ... _sound.pk3
Hey JV... I am new to this modding stuff. With the help of Cobra at mods our us... I have been converting some single player maps for multiplayer use... but I am having some serious sound problems. I can't seem to get them working. I downloaded the jv_sound.pk3 you put together... but the sounds still are not working. I have the "waitexec global/jv_sound.scr" in my script above "level waittill spawn", created a "global" folder inside my pk3 for the map and placed the jv_sound.pk3 in that folder.

I guess I am going to the expert for some advise. I don't know what to do to get the different gun sounds working. Help. :)

Ski

Oh forgot... this is a MOHAA maps. M5L3, M6L2a and another.. can't remember that one.... but if I get sound working on one... I should be able to get sound on all.. correct?
jv_map
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Post by jv_map »

I have the "waitexec global/jv_sound.scr" in my script above "level waittill spawn"
Place it above level waittill prespawn, it's crucial :wink:
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Ski
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Post by Ski »

jv_map wrote:
I have the "waitexec global/jv_sound.scr" in my script above "level waittill spawn"
Place it above level waittill prespawn, it's crucial :wink:
OK I moved the line to the correct location you gave me in your reply... but darnit... it is still not working on all of the weapons. It works locally, but not on a dedicated server. It is like the ones that load with the maps work.. but others dont have sound.

Also, I looked in the jv_sound pk3 again. FYI the usage is not correct. This is what the pk3 i downloaded from this thread says. It is not PREspawn.

Sound and dialog aliases :D
// by jv_map
//
// usage: waitexec global/jv_sound.scr above level waittill spawn

Here is my full script for one of the maps... maybe I have something else out of order. Thanks a lot for the help!!

// M6L2a ( The Communications Blackout )
//


main:


setcvar "g_obj_alliedtext1" "M6l2a"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "by"
setcvar "g_obj_axistext2" ":^BONES^: Ski"
setcvar "g_obj_axistext3" "www.clanbones.com"

setcvar "g_scoreboardpic" "m6l2a"

setcvar "g_gametype" "2"
setcvar "fraglimit" "0"
setcvar "timelimit" "15"
setcvar "level.clockside" "kills"

level.farplaneswitching = 0 //initialize checking variable
level.farplane = 2500
level.farplane_color = ".1 .1 .2"

$world farplane level.farplane
$world farplane_color level.farplane_color

thread spawns

removeclass Actor

waitexec global/jv_sound.scr

level waittill prespawn

level.script = maps/m6l2a.scr

exec global/DMprecache.scr
exec global/ambient.scr m6l2a
exec global/door_locked.scr::lock

thread l1
thread l2
thread l3
thread l4
thread blah

level waittill spawn
end


l1:

local.crate = spawn script_model
local.crate model "static/indycrate.tik"
local.crate.origin = ( -2411 691 8 )
local.crate.angles = ( 0 90 0 )
local.crate solid
local.crate dmg 20
while (1)
{
wait 5
local.crate moveUp 380
local.crate waitmove
wait 4
local.crate movedown 380
local.crate waitmove
}
end

l2:

local.crate = spawn script_model
local.crate model "static/wardrobe.tik"
local.crate.origin = ( -2938 -2110 240 )
local.crate.angles = ( 0 180 0 )
local.crate solid
end

l3:

local.crate = spawn script_model
local.crate model "static/barbwire_long.tik"
local.crate.origin = ( -2700 -1496 0 )
local.crate.angles = ( 0 90 0 )
local.crate solid
end

l4:

local.crate = spawn script_model
local.crate model "static/barbwire_long.tik"
local.crate.origin = ( -2700 -1496 100 )
local.crate.angles = ( 0 90 0 )
local.crate solid
end

blah:
while (1)
{
wait 17
iprintln "Now Playing..."
wait 3
iprintln "*** The Communications Blackout ***"
wait 2
iprintln "(M6L2a) "
wait 3
iprintln "By :^BONES^: Ski"
wait 5
iprintln "visit us at www.clanbones.com"
wait 130
}
end

spawns:

local.axis = spawn info_player_axis
local.axis.angle = 86
local.axis.origin = ( -2417 -620 10 )

local.axis = spawn info_player_axis
local.axis.angle = -89
local.axis.origin = ( -3053 806 10 )

local.axis = spawn info_player_axis
local.axis.angle = 85
local.axis.origin = ( -2063 -582 40 )

local.axis = spawn info_player_axis
local.axis.angle = -95
local.axis.origin = ( -160 -390 125 )

local.axis = spawn info_player_axis
local.axis.angle = 132
local.axis.origin = ( 64 -845 125 )

local.axis = spawn info_player_axis
local.axis.angle = -145
local.axis.origin = ( 58 -971 140 )

local.axis = spawn info_player_axis
local.axis.angle = 169
local.axis.origin = ( 727 -1857 120 )

local.axis = spawn info_player_axis
local.axis.angle = 86
local.axis.origin = ( -3543 -3656 200 )

local.axis = spawn info_player_axis
local.axis.angle = -94
local.axis.origin = ( -3411 -3031 10 )

local.axis = spawn info_player_axis
local.axis.angle = 84
local.axis.origin = ( -2916 -3695 10 )

local.axis = spawn info_player_axis
local.axis.angle = 178
local.axis.origin = ( -2355 -2801 10 )

local.axis = spawn info_player_axis
local.axis.angle = 88
local.axis.origin = ( -1507 -4684 -160 )

local.axis = spawn info_player_axis
local.axis.angle = 86
local.axis.origin = ( -1177 -4692 -160 )

local.axis = spawn info_player_axis
local.axis.angle = -58
local.axis.origin = ( -1337 -4169 -160 )


local.allies = spawn info_player_allied
local.allies.angle = 86
local.allies.origin = ( -3543 -3656 200 )

local.allies = spawn info_player_allied
local.allies.angle = -94
local.allies.origin = ( -3411 -3031 10 )

local.allies = spawn info_player_allied
local.allies.angle = 84
local.allies.origin = ( -2916 -3695 10 )

local.allies = spawn info_player_allied
local.allies.angle = 178
local.allies.origin = ( -2355 -2801 10 )

local.allies = spawn info_player_allied
local.allies.angle = 88
local.allies.origin = ( -1507 -4684 -160 )

local.allies = spawn info_player_allied
local.allies.angle = 86
local.allies.origin = ( -1177 -4692 -160 )

local.allies = spawn info_player_allied
local.allies.angle = -58
local.allies.origin = ( -1337 -4169 -160 )

local.allies = spawn info_player_allied
local.allies.angle = 86
local.allies.origin = ( -2417 -620 10 )

local.allies = spawn info_player_allied
local.allies.angle = -89
local.allies.origin = ( -3053 806 10 )

local.allies = spawn info_player_allied
local.allies.angle = 85
local.allies.origin = ( -2063 -582 40 )

local.allies = spawn info_player_allied
local.allies.angle = -95
local.allies.origin = ( -160 -390 125 )

local.allies = spawn info_player_allied
local.allies.angle = 132
local.allies.origin = ( 64 -845 125 )

local.allies = spawn info_player_allied
local.allies.angle = -145
local.allies.origin = ( 58 -971 140 )

local.allies = spawn info_player_allied
local.allies.angle = 169
local.allies.origin = ( 727 -1857 120 )

end
//
Ski
Lance Corporal
Posts: 24
Joined: Tue Dec 07, 2004 12:51 am

Sound

Post by Ski »

Does anyone else have a suggestion to fix the sound problem I am having?? Script is in the post before this one... I am trying to use the new jv_sound.pk3 file. Any help would be welcome.

Thanks
Ski
LiquorKraZy
Captain
Posts: 267
Joined: Tue Aug 10, 2004 5:38 am
Location: CA
Contact:

Post by LiquorKraZy »

Ski, you said earlier that:
I have the "waitexec global/jv_sound.scr" in my script above "level waittill spawn", created a "global" folder inside my pk3 for the map and placed the jv_sound.pk3 in that folder.
Im new to this myself but, shouldn't the command be EXEC GLOBAL/JV_SOUND.SCR? above level waitill spawn of course!

When you created the Global folder inside your pk3, the file that goes in there should be the jv_sound.scr, not jv_sound.pk3!
Master-Of-Fungus-Foo-D
Muffin Man
Posts: 1544
Joined: Tue Jan 27, 2004 12:33 am
Location: cali, United States

Post by Master-Of-Fungus-Foo-D »

wait exec is pretty much the same command, execpt for it makes the game wait until the sound is done befor going on to the next line. Am i right?

You are right here of course though
When you created the Global folder inside your pk3, the file that goes in there should be the jv_sound.scr, not jv_sound.pk3!
Image
The Fungus Theme song!!!

Code: Select all

while (local.player istouching self)
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