jv_map ubersound workaround issue
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jv_map ubersound workaround issue
I have used the workaround successfully however there is an issue on multiplayer server. It seems as though the first time the map is run, only the two people who loaded first hear the sounds. What I mean is, the first axis and the first ally to load the map hear the sounds just fine. The rest do not hear the sounds. My thought on this is this:
It seems that once the server has an ally and an axis the the comman level waittill roundstart is executed. Since the other people are still loading the map they never get the load.scriptmaster command. Thus they do not hear the sounds. Is there a workaround solution for this? Is there a way to have this command execute so everyone gets it, and not just the first two to make the round start? Right now I am executing a waittthread command after level waittill prespawn but before level waittill spawn to load the sounds. Worked great when I tested locally over and over but on a dedicated server, like I said, only the first two people are hearing the sounds, and nobody else. I get the error in console saying it failed to load the sound and it needs an alias when I am suppose to hear it. Any input would be appreciated...
Thanks,
G3mInI
It seems that once the server has an ally and an axis the the comman level waittill roundstart is executed. Since the other people are still loading the map they never get the load.scriptmaster command. Thus they do not hear the sounds. Is there a workaround solution for this? Is there a way to have this command execute so everyone gets it, and not just the first two to make the round start? Right now I am executing a waittthread command after level waittill prespawn but before level waittill spawn to load the sounds. Worked great when I tested locally over and over but on a dedicated server, like I said, only the first two people are hearing the sounds, and nobody else. I get the error in console saying it failed to load the sound and it needs an alias when I am suppose to hear it. Any input would be appreciated...
Thanks,
G3mInI
ok i will try that... and this is for AA ... what i am doing is making a server side mod for Algeirs. I have a flak88 cannon that fires and those sounds are not being heard. Funny thing is, everyone can hear when the map starts the flak88 rotate into position (set by setaimtarget command). That sound works for some reason... but when the flak actually fires .. only 2 people are hearing it. Our server runs fraglimit 7. Those same 2 people will hear the flak88 all the way through every round, and those that didnt hear it the first time wont hear it all the way through. The 2 people that hear it changes the next time the map comes around. Its always one on axis and one ally who can hear the sounds.
I call the statement waitthread sounds
the code in the thread is as follows:
In the global/ubersound.scr file the flak_snd_move aliascache has only these maps in quotations too "m1l3 m3l2 m5l2 m5l3"
But like I said everyone hears that one always, almost as if it loads the first but not any other after that. I am wondering should I be adding a number to each local.master statement? Such as local.master1 local.master2 etc....
G3mInI
G3mInI
I call the statement waitthread sounds
the code in the thread is as follows:
Code: Select all
sounds:
local.master = spawn ScriptMaster
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 "m dm moh obj "
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 "m dm moh obj "
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 "m dm moh obj "
local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 auto loaded maps "m dm moh obj "
endBut like I said everyone hears that one always, almost as if it loads the first but not any other after that. I am wondering should I be adding a number to each local.master statement? Such as local.master1 local.master2 etc....
G3mInI
G3mInI
Yes I did and had the exact same results. Everyone could here the first sound in the ScriptMaster thread but not any of the others....
I'll post my sounds again without being in code view. Since they are long its easier to see them.
Both before and after -- level waittill prespawn -- I have tried this command:
waitthread sounds
Here is the thread itself:
sounds:
local.master = spawn ScriptMaster
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 "m dm moh obj "
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 "m dm moh obj "
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 "m dm moh obj "
local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 auto loaded maps "m dm moh obj "
end
Also this is the console error being reported.....
waittill trigger flak88_weapon1_trigger
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
*Area51*G3mInI_2LT has entered the battle
SOUNDTRACK: Loading music/mohdm7.mus
**************S_LoadSound: sound/weapons/fire/flak88fire1.wav
Couldn't load sound: sound/weapons/fire/flak88fire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire4.wav
Couldn't load sound: sound/weapons/fire/flak88fire4.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/tankcannonfire1.wav
Couldn't load sound: sound/weapons/fire/tankcannonfire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/tankcannonfire1.wav
Couldn't load sound: sound/weapons/fire/tankcannonfire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire3.wav
Couldn't load sound: sound/weapons/fire/flak88fire3.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire4.wav
Couldn't load sound: sound/weapons/fire/flak88fire4.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire1.wav
Couldn't load sound: sound/weapons/fire/flak88fire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire3.wav
Couldn't load sound: sound/weapons/fire/flak88fire3.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
...Now then as stated before when the map comes along in rotation, the persons with the fastest computer/connection, who actually spawn into the map first, the one on allies and the one on axis hear all the sounds with no errors whatsoever. Upon further testing, this happens over and over and is usually the same two people, but not always. It has been two different people at times too. And like I said these are the only two who hear all the sounds. All the rest hear only the first sound defined in the ScriptMaster thread. Since the first sound was only the turret moving I decided to put one of the flak_snd_fire alias's first. And this did not work for anyone but the fastest two. Seems as though in the flak88 tik file it calls for the sound flak_snd_fire but I guess it will pick at random any one of the 4 that are defined. Even when it picks the first alias I do have defined the sound also fails. So I have no idea what is going on. Thing is also I have not seen any other posts about this issue. Seems as though this workaround is working for other people but not me. No clue why either. As a temporary fix I am now having the flak play the alias bazooka_snd_fire right after the anim statement. It works but the errors for the flak_snd_fire still appear in console. I have even thought about including a custom flak88turret.tik file which calls the bazooka sound instead of the flak sound.
Anyways I have tried to give you all the info I could. If you think of anything let me know.
Peace,
G3mInI
p.s. All of us hearing that first sound bugs the heck out of me why we don't hear the other ones!!
p.s.s. I just sent you an email with more information
I'll post my sounds again without being in code view. Since they are long its easier to see them.
Both before and after -- level waittill prespawn -- I have tried this command:
waitthread sounds
Here is the thread itself:
sounds:
local.master = spawn ScriptMaster
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 "m dm moh obj "
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 "m dm moh obj "
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 "m dm moh obj "
local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm moh obj "
local.master aliascache flak88_reload sound/null.wav soundparms 1.2 0.2 0.9 0.2 800 4000 auto loaded maps "m dm moh obj "
end
Also this is the console error being reported.....
waittill trigger flak88_weapon1_trigger
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
*Area51*G3mInI_2LT has entered the battle
SOUNDTRACK: Loading music/mohdm7.mus
**************S_LoadSound: sound/weapons/fire/flak88fire1.wav
Couldn't load sound: sound/weapons/fire/flak88fire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire4.wav
Couldn't load sound: sound/weapons/fire/flak88fire4.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/tankcannonfire1.wav
Couldn't load sound: sound/weapons/fire/tankcannonfire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/tankcannonfire1.wav
Couldn't load sound: sound/weapons/fire/tankcannonfire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire3.wav
Couldn't load sound: sound/weapons/fire/flak88fire3.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire4.wav
Couldn't load sound: sound/weapons/fire/flak88fire4.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire1.wav
Couldn't load sound: sound/weapons/fire/flak88fire1.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
**************S_LoadSound: sound/weapons/fire/flak88fire3.wav
Couldn't load sound: sound/weapons/fire/flak88fire3.wav
**************S_LoadSound: sound/default.wav
Couldn't load sound: sound/default.wav
...Now then as stated before when the map comes along in rotation, the persons with the fastest computer/connection, who actually spawn into the map first, the one on allies and the one on axis hear all the sounds with no errors whatsoever. Upon further testing, this happens over and over and is usually the same two people, but not always. It has been two different people at times too. And like I said these are the only two who hear all the sounds. All the rest hear only the first sound defined in the ScriptMaster thread. Since the first sound was only the turret moving I decided to put one of the flak_snd_fire alias's first. And this did not work for anyone but the fastest two. Seems as though in the flak88 tik file it calls for the sound flak_snd_fire but I guess it will pick at random any one of the 4 that are defined. Even when it picks the first alias I do have defined the sound also fails. So I have no idea what is going on. Thing is also I have not seen any other posts about this issue. Seems as though this workaround is working for other people but not me. No clue why either. As a temporary fix I am now having the flak play the alias bazooka_snd_fire right after the anim statement. It works but the errors for the flak_snd_fire still appear in console. I have even thought about including a custom flak88turret.tik file which calls the bazooka sound instead of the flak sound.
Anyways I have tried to give you all the info I could. If you think of anything let me know.
Peace,
G3mInI
p.s. All of us hearing that first sound bugs the heck out of me why we don't hear the other ones!!
p.s.s. I just sent you an email with more information
weapon
Have you tried changing the channel they play on form "weapon" to "auto"? The "item" channel might work too.
Nope I have not tried that yet, but if I change it from weapon to auto will I not get a duplicate alias in ubersound.scr file error ? Not sure on that. Secondly since this is being used on a dedicated and the map is being run as 'roundbased', I have these commands in my script:
setcvar "g_gametype" "4"
setcvar "g_gametypestring" "Objective-Match"
These change the game from roundbased which is gametype 3 to objective type. Would that cause an issue ? In the dedicated server I notice a line saying gametype changed, next line right after that is stopallsounds. I tried putting the waitthread sounds before the cvars so it was like this:
main:
waitthread sounds
setcvar "g_gametype" "4"
setcvar "g_gametypestring" "Objective-Match"
etc.
etc.
...but I got the exact same results. Everyone hears the first sound defined in the thread, but only the ones who spawn first hear all the sounds in the thread. And it is always 1 allied and 1 axis. We have even had 16 join and all stay in spectate. First to join allies hears all sounds. First to join axis hears all sounds. All the rest who join only hear the first sound defined in the thread and get errors for the rest. Go figure...its waaaaaaaaay beyond me as to what is going on here...
But you know now that I look at it, I do see the first one is an auto and the rest are weapon... so I will make this change and give it a whirl...I will post results when complete.
Peace,
G3mInI
setcvar "g_gametype" "4"
setcvar "g_gametypestring" "Objective-Match"
These change the game from roundbased which is gametype 3 to objective type. Would that cause an issue ? In the dedicated server I notice a line saying gametype changed, next line right after that is stopallsounds. I tried putting the waitthread sounds before the cvars so it was like this:
main:
waitthread sounds
setcvar "g_gametype" "4"
setcvar "g_gametypestring" "Objective-Match"
etc.
etc.
...but I got the exact same results. Everyone hears the first sound defined in the thread, but only the ones who spawn first hear all the sounds in the thread. And it is always 1 allied and 1 axis. We have even had 16 join and all stay in spectate. First to join allies hears all sounds. First to join axis hears all sounds. All the rest who join only hear the first sound defined in the thread and get errors for the rest. Go figure...its waaaaaaaaay beyond me as to what is going on here...
But you know now that I look at it, I do see the first one is an auto and the rest are weapon... so I will make this change and give it a whirl...I will post results when complete.
Peace,
G3mInI
Well I have some good news and bad news. Bad first. Tested auto, item, and local.. all had errors but they were different...
from the console log file:
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
So this got me thinking. I tried to make a custom flak88turret.tik file. Of course keeping the same paths and only changing the word weapon to auto. Still I got the same errors as above.
The good news is I did a test of other sounds using the ScriptMaster workaround and they worked!! All of them! And everyone could hear them everytime !!
So the problem lies in the flak88turret.tik file itself. Im no expert at tik files by any means but here it is if anyone can decipher or prescribe a solution to get these flak sounds to work using the ScriptMaster workaround.
TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world
// is in 16 units per foot and model is in cm's
//scale 1.55 // Seems to work better than 0.52
path models/statweapons/88mmflak
skelmodel 88turret.skd
surface all shader flak88
}
init
{
server
{
classname VehicleTurretGun
weapontype cannon
name "TigerCannon"
// turret settings
idleCheckOffset "-56 0 0"
// Primary fire type info
projectile models/projectiles/tigercannonshell.tik
firetype heavy
//bulletcount 1
usenoammo 1
firedelay 7
//bulletrange 4000
bulletdamage 200
//bulletspread 40 40
tracerfrequency 3
turnspeed 38
pitchcaps "-30 15 0"
SoundSet "flak_"
}
client
{
cache muzsprite.spr
cache models/fx/muzflash.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle 88turret.skc
wheel_left 88turret_wheel_left.skc
wheel_right 88turret_wheel_right.skc
fire_scripted 88turret_fire.skc
{
client
{
first stopaliaschannel flak_snd_fire
first sound flak_snd_fire weapon 1.0 -1 0.95 0.1 // tried changing this line from weapon to auto, didnt work
// muzzle flash
first tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
varycolor
scale 1.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 9 0 0
fade
alignstretch 0.40
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
velocity 18.00
fade
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 1.09
life 0.01
velocity 2009.00
accel 0.00 20.00 30.00
friction 2.00
offsetalongaxis range -10 4 0 0
fade
alignstretch 0.02
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/snipesmoke.tik
color 1.00 1.00 1.00
scale 3.00
life 1.00
velocity 220.00
friction 10.00
angles 0 0 random 270
avelocity 0 0 10
align
)
}
}
fire 88turret_fire.skc
{
server
{
first shoot
}
client
{
first stopaliaschannel flak_snd_fire
first sound flak_snd_fire weapon 1.0 -1 0.95 0.1 // tried changing this line from weapon to auto, didnt work
// muzzle flash
first tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
varycolor
scale 1.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 9 0 0
fade
alignstretch 0.40
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
velocity 18.00
fade
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 1.09
life 0.01
velocity 2009.00
accel 0.00 20.00 30.00
friction 2.00
offsetalongaxis range -10 4 0 0
fade
alignstretch 0.02
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/snipesmoke.tik
color 1.00 1.00 1.00
scale 3.00
life 1.00
velocity 220.00
friction 10.00
angles 0 0 random 270
avelocity 0 0 10
align
)
}
}
}
/*QUAKED turretweapon_german_88mmflakturret (0.5 .25 0.25) (-32 -32 0) (32 32 128)
Big gun - Boom boom.
*/
Well thats the tiki and like you see in the remmed comments I tried making it auto and item and then changed my thread accordingly in my map script and I got the same errors as above, could not find the alias. Another thing, initially everyone can hear the first sound defined which is the flak rotating to its position using the flak_snd_move alias. I don't see anywhere where that is being defined in this tik file.
If anyone has a solution let me know... until then I will use the bazooka alias in the next line after the turret anim and just live with the ubersound alias errors in console.
One other thing, for the custom flak tik file all I did was include it in the pk3 file with the same name and paths as the original. I am assuming that the game will read from my flak88turret.tik file rather than the one included with the game. If I were to name it something else then I would have to change the model I define in my script for the flak88 turret right ? Right now I am using:
level.flak = spawn statweapons/flak88turret.tik
level.flak.targetname = flak88_weapon1
level.flak.destroyed_model = models/statweapons/flak88_d.tik
level.flak.origin = ( 808.0 -50.0 -96.0 )
level.flak.angles = ( 0.0 180.0 0.0 )
level.flak.scale = 1.0
If I were to leave the same paths and change the name of the tik to lets say flak88turret_custom.tik. Would I then need to rework my script like so?
level.flak = spawn statweapons/flak88turret_custom.tik
level.flak.targetname = flak88_weapon1
level.flak.destroyed_model = models/statweapons/flak88_d.tik
level.flak.origin = ( 808.0 -50.0 -96.0 )
level.flak.angles = ( 0.0 180.0 0.0 )
level.flak.scale = 1.0
Question really is do I really need to do this or was I already using the 'custom' tik file that I altered?
Peace,
G3mInI
from the console log file:
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
So this got me thinking. I tried to make a custom flak88turret.tik file. Of course keeping the same paths and only changing the word weapon to auto. Still I got the same errors as above.
The good news is I did a test of other sounds using the ScriptMaster workaround and they worked!! All of them! And everyone could hear them everytime !!
So the problem lies in the flak88turret.tik file itself. Im no expert at tik files by any means but here it is if anyone can decipher or prescribe a solution to get these flak sounds to work using the ScriptMaster workaround.
TIKI
setup
{
scale 0.52 // Set default scale to 16/30.5 since world
// is in 16 units per foot and model is in cm's
//scale 1.55 // Seems to work better than 0.52
path models/statweapons/88mmflak
skelmodel 88turret.skd
surface all shader flak88
}
init
{
server
{
classname VehicleTurretGun
weapontype cannon
name "TigerCannon"
// turret settings
idleCheckOffset "-56 0 0"
// Primary fire type info
projectile models/projectiles/tigercannonshell.tik
firetype heavy
//bulletcount 1
usenoammo 1
firedelay 7
//bulletrange 4000
bulletdamage 200
//bulletspread 40 40
tracerfrequency 3
turnspeed 38
pitchcaps "-30 15 0"
SoundSet "flak_"
}
client
{
cache muzsprite.spr
cache models/fx/muzflash.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle 88turret.skc
wheel_left 88turret_wheel_left.skc
wheel_right 88turret_wheel_right.skc
fire_scripted 88turret_fire.skc
{
client
{
first stopaliaschannel flak_snd_fire
first sound flak_snd_fire weapon 1.0 -1 0.95 0.1 // tried changing this line from weapon to auto, didnt work
// muzzle flash
first tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
varycolor
scale 1.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 9 0 0
fade
alignstretch 0.40
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
velocity 18.00
fade
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 1.09
life 0.01
velocity 2009.00
accel 0.00 20.00 30.00
friction 2.00
offsetalongaxis range -10 4 0 0
fade
alignstretch 0.02
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/snipesmoke.tik
color 1.00 1.00 1.00
scale 3.00
life 1.00
velocity 220.00
friction 10.00
angles 0 0 random 270
avelocity 0 0 10
align
)
}
}
fire 88turret_fire.skc
{
server
{
first shoot
}
client
{
first stopaliaschannel flak_snd_fire
first sound flak_snd_fire weapon 1.0 -1 0.95 0.1 // tried changing this line from weapon to auto, didnt work
// muzzle flash
first tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
varycolor
scale 1.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 9 0 0
fade
alignstretch 0.40
)
first tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
alpha 0.50
color 1.00 1.00 1.00
scale 1.60
life 0.05
velocity 18.00
fade
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 1.09
life 0.01
velocity 2009.00
accel 0.00 20.00 30.00
friction 2.00
offsetalongaxis range -10 4 0 0
fade
alignstretch 0.02
)
first tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/snipesmoke.tik
color 1.00 1.00 1.00
scale 3.00
life 1.00
velocity 220.00
friction 10.00
angles 0 0 random 270
avelocity 0 0 10
align
)
}
}
}
/*QUAKED turretweapon_german_88mmflakturret (0.5 .25 0.25) (-32 -32 0) (32 32 128)
Big gun - Boom boom.
*/
Well thats the tiki and like you see in the remmed comments I tried making it auto and item and then changed my thread accordingly in my map script and I got the same errors as above, could not find the alias. Another thing, initially everyone can hear the first sound defined which is the flak rotating to its position using the flak_snd_move alias. I don't see anywhere where that is being defined in this tik file.
If anyone has a solution let me know... until then I will use the bazooka alias in the next line after the turret anim and just live with the ubersound alias errors in console.
One other thing, for the custom flak tik file all I did was include it in the pk3 file with the same name and paths as the original. I am assuming that the game will read from my flak88turret.tik file rather than the one included with the game. If I were to name it something else then I would have to change the model I define in my script for the flak88 turret right ? Right now I am using:
level.flak = spawn statweapons/flak88turret.tik
level.flak.targetname = flak88_weapon1
level.flak.destroyed_model = models/statweapons/flak88_d.tik
level.flak.origin = ( 808.0 -50.0 -96.0 )
level.flak.angles = ( 0.0 180.0 0.0 )
level.flak.scale = 1.0
If I were to leave the same paths and change the name of the tik to lets say flak88turret_custom.tik. Would I then need to rework my script like so?
level.flak = spawn statweapons/flak88turret_custom.tik
level.flak.targetname = flak88_weapon1
level.flak.destroyed_model = models/statweapons/flak88_d.tik
level.flak.origin = ( 808.0 -50.0 -96.0 )
level.flak.angles = ( 0.0 180.0 0.0 )
level.flak.scale = 1.0
Question really is do I really need to do this or was I already using the 'custom' tik file that I altered?
Peace,
G3mInI
workaround
I ment change it in the workaround. You said that the first sound works and that is the only one using the auto channel.
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 auto loaded maps "m dm moh obj "
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 auto loaded maps "m dm moh obj "
Yes that is what i meant in my reply. I changed it in the workaround only first to auto, then item, and I even tried local. With each I got the error --
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
That's when I went ahead and attempted to mess with the flak88turret.tik file and only then. Since I noticed it said weapon in the .tik I figured if I made it auto and then changed the scriptmaster to auto all would be good. But I still got this error --
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
So I have no idea what to do about it now.
G3mInI
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
That's when I went ahead and attempted to mess with the flak88turret.tik file and only then. Since I noticed it said weapon in the .tik I figured if I made it auto and then changed the scriptmaster to auto all would be good. But I still got this error --
ERROR stopaliaschannel: couldn't find alias flak_snd_fire
ERROR PlaySound: flak_snd_fire needs an alias in ubersound.scr or uberdialog.scr - Please fix.
So I have no idea what to do about it now.
G3mInI
first
Well, I guess I can't help then. I have never seen commands like these in a tik.
client
{
first stopaliaschannel flak_snd_fire
client
{
first stopaliaschannel flak_snd_fire

