Hi all
How do I have an end of game message bradcast to all players in SH?
Something like 'Allies Win' or 'Axis Win' in CoD2?
It's for an OBJ map so if the objectives are destroyed or the allies kill all the axis the sound triggers or if the Axis kill all the allies or the times runs out it triggers saying 'Axis Win'.
I've tried the below with a $speaker playsound and it doesn't work and I've also put the aliases in an Ubersound.scr and still nothing.
local.master = spawn scriptMaster
local.master aliascache allies_win_snd sound/allies_win.wav soundparms 1.5 0.0 0.8 0.1 200 8000 auto loaded maps "dm obj"
local.master aliascache axis_win_snd sound/axis_win.wav soundparms 1.5 0.0 0.8 0.1 200 8000 auto loaded maps "dm obj"
What am I doing wrong?
Thanks in advance as always.
Sound for all players?
Moderator: Moderators
post
Please post the victory threads--where it says "$speaker playsound allies_win_snd" and "$speaker playsound axis_win_snd".
-
Waylander76
- Sergeant Major
- Posts: 122
- Joined: Wed Jun 01, 2005 10:03 am
Here they are.
Just the standard OBJ victory threads with my line added.
I've moved it up and down and still no joy.
Just the standard OBJ victory threads with my line added.
I've moved it up and down and still no joy.
Code: Select all
//*** --------------------------------------------
allies_win_thread:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
teamwin allies
wait 2
$allies_win_speaker playsound allies_win_snd
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
wait 2
$axis_win_speaker playsound axis_win_snd
end
wait
Have you tried it this way?
I think the wait line should be below the sound line--to give it time to play before the game ends.
Code: Select all
//*** --------------------------------------------
allies_win_thread:
while(level.targets_destroyed < level.targets_to_destroy)
waitframe
$allies_win_speaker playsound allies_win_snd
wait 2
teamwin allies
end
//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------
axis_win_timer:
level waittill axiswin
$axis_win_speaker playsound axis_win_snd
wait 2
teamwin axis
end
Last edited by tltrude on Wed Mar 01, 2006 7:56 pm, edited 1 time in total.
-
Waylander76
- Sergeant Major
- Posts: 122
- Joined: Wed Jun 01, 2005 10:03 am
Thanks Tom that works 
The problem I have now is that the sound is only played from 1 centrally located speaker in the map,so depending where you are on the map the sound is either too loud or bearly audible.
I've tried adjusting the soundparms and the channel but i'm not getting it
so that the sound is 'even' depending on where players are on the map.
Are there any specific settings for the soundparms I can use so the sound
is played 'normally' or is there another way to do it?
Can i just use the playsound command without using a $peaker or does
it not work like that?
The problem I have now is that the sound is only played from 1 centrally located speaker in the map,so depending where you are on the map the sound is either too loud or bearly audible.
I've tried adjusting the soundparms and the channel but i'm not getting it
so that the sound is 'even' depending on where players are on the map.
Are there any specific settings for the soundparms I can use so the sound
is played 'normally' or is there another way to do it?
Can i just use the playsound command without using a $peaker or does
it not work like that?
range
The range of the sound is controled by these number.
alias m2l3_attack1 sound/dialogue/Generic/A/attack/dfr_attack_01k_2.wav soundparms 1.3 0.0 1.0 0.0 100 8000 dialog streamed subtitle "Open fire!" maps "m dm obj"
These two numbers mean the sound will be full volume for 100 units and fade away until 8000 units is reached, where it cuts off.
alias m2l3_attack1 sound/dialogue/Generic/A/attack/dfr_attack_01k_2.wav soundparms 1.3 0.0 1.0 0.0 100 8000 dialog streamed subtitle "Open fire!" maps "m dm obj"
These two numbers mean the sound will be full volume for 100 units and fade away until 8000 units is reached, where it cuts off.
-
Waylander76
- Sergeant Major
- Posts: 122
- Joined: Wed Jun 01, 2005 10:03 am
-
Waylander76
- Sergeant Major
- Posts: 122
- Joined: Wed Jun 01, 2005 10:03 am
