New issue With Flughafen:

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PacMan
Corporal
Posts: 29
Joined: Wed Jun 16, 2004 9:44 pm

New issue With Flughafen:

Post by PacMan »

Hello all,

1. Yep, I am back at it with this issue with Flughafen. The runway lights are working brilliant, as I must thank you folks again. Now I am in need of a certain ingredient, the "primer sound" when setting the bombs. I can hear the primer sound in the "Tow" play but in no other plays. All I need to figure out is how to set up the primer sound so that when the player sets the timer, you will hear the "primer sound" as you would if in "TOW" mode.

2. Thank you in advance once again for all your help and guidance.
Grassy
First Lieutenant
Posts: 221
Joined: Sun Aug 22, 2004 11:36 am

Post by Grassy »

Hi ya, is this what your after?

aliascache bomb_prime1 sound/items/Bomb_Priming01.wav soundparms 1.0 0.0 1.0 0.0 600 1200 item loaded maps "dm obj "
aliascache bomb_prime2 sound/items/Bomb_Priming01.wav soundparms 1.0 0.0 1.1 0.0 600 1200 item loaded maps "dm obj "
aliascache bomb_prime3 sound/items/Bomb_Priming02.wav soundparms 1.0 0.0 1.0 0.0 600 1200 item loaded maps "dm obj "
aliascache bomb_prime4 sound/items/Bomb_Priming02.wav soundparms 1.0 0.0 1.1 0.0 600 1200 item loaded maps "dm obj "
aliascache bomb_prime5 sound/items/Bomb_Priming03.wav soundparms 1.0 0.0 1.0 0.0 600 1200 item loaded maps "dm obj "
aliascache bomb_prime6 sound/items/Bomb_Priming04.wav soundparms 1.0 0.0 1.0 0.0 600 1200 item loaded maps "dm obj "
aliascache bombtick1 sound/items/Item_Timer_01.wav soundparms 0.7 0.0 1.0 0.0 10000 10000 local loaded maps "t dm obj "
aliascache final_countdown sound/items/final_countdown.wav soundparms 1.3 0.0 1.0 0.0 10000 10000 local loaded maps "t dm obj "
PacMan
Corporal
Posts: 29
Joined: Wed Jun 16, 2004 9:44 pm

Yes!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Post by PacMan »

1. Now I need to know how to make it so when the players go and set the bomb, you will hear the primer sound............
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Axion
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Location: Northern California
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Post by Axion »

Is this map not a TOW map? If it's objective, then by executing the global/exploder.scr in your script all sounds for bombs should be automatically included.

If your map is DM and you want to add certain sounds manually, then here is a tutorial on adding custom sounds that will help you achieve what you're after:

/t.php?id=11

First off, you have to cache the sounds you plan to use in your script and write an ubersound file for them.

Then, create a script_model as your sound speaker like the tutorial says and give it a targetname of primerspeaker, or something similar. You would then call for the sound you want to be played in your script within the thread that calls for the pressing of the trigger_use to set the bomb. I'm not a scripting master by any means, but this should be a serviceable example:

Code: Select all


bomb thread:

        $bomb_trigger waittill trigger
        wait 9 //or however long you want the sound to play after the trigger is pressed
        $primerspeaker playsound bomb_prime1 

end
Once again, I don't think this method is necessary if your map is objective. Could you please explain what type of map you're making and what you're trying to blow up?
"The work of a thousand years is nothing but rubble."
- Dr. Carl Goerdeler (1943)
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PacMan
Corporal
Posts: 29
Joined: Wed Jun 16, 2004 9:44 pm

Hello:

Post by PacMan »

1. I have a "indycrate" box that I want to destroyed. I have taken the Flughafen map and turned it into like an obj...but I am running it through roundbase type. I was looking at the tow_dm.scr (mainta p1.k3) and it has the script that I need, but its for tow..I need to figure out how I can change it or execute it for Roundbase type. I want to be able to hear the "primer" when initiating the bombs like you would hear if playing in the "TOW" mode.

2. Thanx for your feedbacks...
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