m5l1a help

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
Merc
Lance Corporal
Posts: 13
Joined: Sun Feb 11, 2007 6:14 pm

m5l1a help

Post by Merc »

Hey guys, I've been trying to convert map m5l1a into a objective match. I'm close but am having some sound problems. Heres some of the sound problems I've noticed. can't here foot steps, nades going off, bomb being planted or diffused, player damage when falling from a distance. Are these all related? Is there a way to fix this? Thanks alot.
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

multiplayer

Post by tltrude »

Are you testing it in multiplayer? Did you change the name of the map?

Try using this as the name, "test_m5l1a".
Tom Trude,

Image
*GCC*Nigel
Second Lieutenant
Posts: 169
Joined: Sun Dec 04, 2005 5:13 am

Post by *GCC*Nigel »

no sound comes from a difference of sounds from a singleplayer to multiplayer footsteps, you'll need an external sound fix to get sounds to work. Shooting sounds will be allright so the sound fix only has the multiplayer footsteps and bullet hits as well as a few misc sounds.
Stein Auf
Merc
Lance Corporal
Posts: 13
Joined: Sun Feb 11, 2007 6:14 pm

Post by Merc »

Yes, I was running it in multiplayer. All seems to be working well besides the sound problems. It was mentioned to add an external sound fix. Is this something that can be exec from the script? 1 more thing on this map, there are rocket shells and grenade boxes spawned in various places throughout the map. Is there codes to remove these things? Thanks guys.
*GCC*Nigel
Second Lieutenant
Posts: 169
Joined: Sun Dec 04, 2005 5:13 am

Post by *GCC*Nigel »

I think there is a zzzubersoundfix.pk3 floating about, I don't have it, but I believe it adds multiplayer sounds to any map. I have no clue how to get rid of the shells and grenades, but I know it can be done.
Stein Auf
User avatar
hogleg
General
Posts: 1577
Joined: Tue Sep 09, 2003 5:23 pm
Location: Down South Hillbilly Country

Post by hogleg »

Just do what Tom suggested :wink:
I had the exact problem.
"all the governments in the world are corrupt and in the hands of the Illuminati"
Merc
Lance Corporal
Posts: 13
Joined: Sun Feb 11, 2007 6:14 pm

Post by Merc »

I'm a bit lost on what was meant by renaming the map. Are you saying to rename the m5l1a.bsp? If maps are being renamed won't that cause problems with players trying to server connect without having the same map names?
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

bsp

Post by tltrude »

How are you going to move the client's m5l1a.bsp to their maps/obj folder?

By the way, you can delete objects by classname. I'm not sure of the exact command.
Tom Trude,

Image
Merc
Lance Corporal
Posts: 13
Joined: Sun Feb 11, 2007 6:14 pm

Post by Merc »

I believe your trying to get me to think a bit, and figure this out myself, but I have know idea what your trying to tell me. lol sry.
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Post by tltrude »

Merc wrote:Yes, I was running it in multiplayer. All seems to be working well...
I can't see how you are doing it without copying the .bsp file from maps to maps/obj.
Tom Trude,

Image
Merc
Lance Corporal
Posts: 13
Joined: Sun Feb 11, 2007 6:14 pm

Post by Merc »

lol Tom, Appears my stupidity was making this whole post confusing to me. sry. Your last post opened my eyes. I did get it running in multiplayer by adding the stock m5l1a.bsp and a new objective m5l1a.scr in the maps folder of mefys freeze tag but with all the sound problems. Everything has now been renamed and moved into the obj folder, got sound now and is working great Thanks everyone!
Post Reply