How to make a Alarm

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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

.... help plz
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wacko
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Post by wacko »

[HDL]-{Gen} Dragon wrote:well $bot isnt actually an AI bot. its stands for robot.... bot just sounds a little less childish that robot... lol.
:P I didn't think its a AI, I think its the bot we saw on that nice screen. But did u try what I said?
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

what nice screen?.... lol anywho, i didnt try that... im gunna right now
I did how ever tell the wheels on the bot to play the jeep sounds and it didnt work... so im gunna try the $bot with lighthouse_run...



It works with lighthouse_run...... BUT I WANT MY OTHER SOUNDS! lol, do i have to do that whole alias cache yadda yadda nonesense stuff to get it working?
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wacko
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Post by wacko »

[HDL]-{Gen} Dragon wrote:It works with lighthouse_run...... BUT I WANT MY OTHER SOUNDS! lol, do i have to do that whole alias cache yadda yadda nonesense stuff to get it working?
yep :wink:
like

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local.master = spawn ScriptMaster 
local.master aliascache bot_snd_1 sound/vehicle/veh_jeep_idle.wav soundparms 0.5 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj "
local.master aliascache bot_snd_2 sound/vehicle/veh_jeep_move.wav soundparms 0.8 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj "
local.master aliascache bot_snd_3 sound/vehicle/veh_jeep_on.wav soundparms 1.0 0.0 1.0 0.0 800 4000 auto loaded maps "dm obj "
and further below in ur script ofcourse

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$bot loopsound bot_snd_3 
wait 1 
$bot loopsound bot_snd_1 
wait 1 
$bot stoploopsound 
$bot loopsound bot_snd_2 
$bot do some stuff 
$bot stoploopsound 
$bot loopsound bot_snd_1 
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

nooooooooooooooooooo! i dont want to do that... ok lets see a show of hands, who wants to do it for me? lol


what if I like the sound parms of "lighthouse_run"... is there a standard parm that they all follow? cuz when i do lightnouse_run i dont need to enter the alias caches and stuff and i like the hearing range of it... so is there a set parm for each sound?... are the parms in the uberscript if they dont work w/o the alias cheches in the script? ... know what im asking? lol. any help would be appreciated. Thanks
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wacko
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Post by wacko »

:D u'll have to :wink:
the difference between lighthouse_run and the others is that

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aliascache lighthouse_run sound/mechanics/M1_LightTurn.wav soundparms 1.2 0.0 1.0 0.0 500 5000 item loaded maps "m1l3c dm moh obj train"
already is in Pak0.pk3/ubersound/ubersound.scr. That's why u dont need this one anymore.
Btw, if it was just

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aliascache lighthouse_run sound/mechanics/M1_LightTurn.wav soundparms 1.2 0.0 1.0 0.0 500 5000 item loaded maps "m1l3c "
, u would need it again, because it would just be loaded for m1|3c.

And:
If u like the params of lighthouse_run, then copy them, like:

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aliascache bot_snd_1 sound/vehicle/veh_jeep_idle.wav soundparms 1.2 0.0 1.0 0.0 500 5000 item loaded maps "m1l3c "
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

wait a second............. i think i know how to get em working.....
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

MWAHHAHAHAHAAH... Wacko, i love you to death... u showed me that the alias cache and the actually sound filename can be different :D I just opened up the ubersound, went to edit > find (ctrl + f) typed in the sound file name, and it showed me the alias cache for it :D :D (the filename is one line under the alias cache)... THANK YOU ALL! (speciall you wacko) lol. till next time!
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wacko
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Post by wacko »

i take this "love u to death" errm rather platonically :wink:

Anyways, once u found ur aliascache in ubersound, be sure it will be loaded. at the end of these aliascache lines are the letters in "" with which ur map name (including dir) may start.
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

ya, now when i add my map to the

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autoload maps "(single player) (maybe someone elses added map) (what do i put here for mine)"
what exactly do i have to put?
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wacko
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Post by wacko »

if ur map name was dragon.bsp, you could write

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auto loaded maps "dragon dm obj "
'dragon ' will work for all maps with name mohaa/main/maps/dragon*.bsp, e.g. dragonxy.bsp as well.
'dm ' is for all maps in main/maps/dm, and 'obj ' for all maps in main/maps/obj.
got it?
read the first lines in ubersound.scr, they explain some things u might need.

btw, it's 'auto loaded', 'autoload' is wrong :wink:
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

lol, ya ya, auto loaded, auto load same thing lol. ok Thnx... if i dont have a dragon.bsp in obj but i have one in DM, must i still have obj?
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HDL_CinC_Dragon
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Post by HDL_CinC_Dragon »

... its would prolly help if i had

local.master = spawn ScriptMaster at the top
and
local.master before all the alias caches huh? lol, ya, i kinda forgot those... my sounds work great!!! but now i need to add one more =)
...
i also added "mymapname dm obj" into the quotes =) thanks! :D :D :D
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Post by Green Beret »

:shock:
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wacko
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Post by wacko »

My last attempt. If u didn't get it now, someone else should try to tell u how it's done. Then I'm probably to stupid :(
[HDL]-{Gen} Dragon wrote:lol, ya ya, auto loaded, auto load same thing lol. ok Thnx... if i dont have a dragon.bsp in obj but i have one in DM, must i still have obj?
:roll: :wink: if ur dragon.bsp was in mohaa/main/dm, ... auto loaded maps "dm " would be fine and satisfying.

In the quotes u have to set the mapstrings for the maps u want the sound to be cached for.
A mapstring is the first letters of a map's name including folders, starting from mohaa/main/maps.
"dm " is therefore covering ALL maps in mohaa/main/maps/dm
"dragon " would just cover maps starting with mohaa/main/maps/dragon... and therefore would NOT cover ANY maps in mohaa/main/maps/dm or mohaa/main/maps/obj
"d " ought to be covering ALL maps in mohaa/main/maps/dm and ALL sp-maps in mohaa/main/maps beginning with the d (like dragon :wink: )
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