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Posted: Tue Dec 12, 2006 6:07 pm
by ViPER
COOL :D

THX

Posted: Sat Dec 16, 2006 2:08 am
by ViPER
Can This be moved - lol I can't find anything you hid it all so well JV.

FLEET SIZE (22) (22)

Posted: Sat Dec 16, 2006 10:25 am
by jv_map
You can only move that client side.. it's in ui/hud_sl_fleetsize.urc (full package only).

Posted: Mon Dec 25, 2006 11:15 am
by ViPER
THX!! Now I would like to know if there is an easy way in obj mode to have the targets notify you (for when only one player is on the server) if they are hit ? for practice bombing or torpedoing while you wait.

I was thinking of adding triggers that print "Target hit" or something like that for player.size < 2 and would have to be before roundstart i think.

If theres a better way pls let me know. THX again.

Posted: Mon Dec 25, 2006 11:30 am
by jv_map
Hmm in that case just comment-out the level waittill roundstart line in global/skylimit/main.scr, line 434.

Change

Code: Select all

roundstart:
// can also fake a roundstart
level waittill roundstart
level.roundstart = game.true
end
Into

Code: Select all

roundstart:
// can also fake a roundstart
//level waittill roundstart
level.roundstart = game.true
end
Good luck! 8-)

Posted: Wed Jan 03, 2007 9:59 pm
by ViPER
thx JV :D People really like the practice mode - I made it voteable and i often find them playing on one sided teams.


Is there a place to find all the sounds? currently i cache the sounds (because in spearhead no sounds) with restart script for dm and a vote script for objs. many people get booted at restart especially if switching the gametype.

So i would like to precache all the sounds in main and uber. If i could find them.

Posted: Wed Jan 03, 2007 10:06 pm
by jv_map
Hmm I don't think skylimit uses any other sounds than those aliased from main.scr :?

Posted: Wed Jan 03, 2007 11:03 pm
by ViPER
Ah. Found them thanks. I think i need to dup them in the ubersound to run them server side with out the restart.

Posted: Wed Jan 03, 2007 11:48 pm
by ViPER
Yes that worked WOOOHOOO !

name this uberskylimit.scr and place it in your ubersound folder on the server to make skylimit sounds fully functional in Spearhead.


edited from JVs master precache

Code: Select all

settiki none 
//================================================================================================================
//uberskylimit.scr
//================================================================================================================

aliascache aircraft_boom1 sound/weapons/explo/Explo_MetalMed1.wav soundparms 0.9 0.2 0.8 0.2 150 1600 weapon loaded maps "dm obj"
aliascache aircraft_boom2 sound/weapons/explo/Explo_MetalMed2.wav soundparms 0.9 0.2 0.8 0.2 150 1600 weapon loaded maps "dm obj"

aliascache aircraft_boom3 sound/weapons/explo/Explo_MetalMed3.wav soundparms 0.9 0.2 0.8 0.2 150 1600 weapon loaded maps "dm obj"
aliascache aircraft_boom4 sound/weapons/explo/Explo_MetalMed4.wav soundparms 0.9 0.2 0.8 0.2 150 1600 weapon loaded maps "dm obj"
aliascache aircraft_skid sound/skylimit/skid.wav soundparms 0.4 0.1 0.5 0.3 150 500 auto loaded maps "dm obj"
aliascache aircraft_gear_down sound/skylimit/gear_down.wav soundparms 1.0 0.1 1.0 0.1 150 300 body loaded maps "dm obj"
aliascache aircraft_gear_up sound/skylimit/gear_up.wav soundparms 1.0 0.1 1.0 0.1 150 300 body loaded maps "dm obj"
aliascache aircraft_collide1 sound/mechanics/damage_vehicle_2.wav soundparms 1.0 0.5 1.1 0.5 300 300 auto loaded maps "dm obj"
aliascache aircraft_collide2 sound/mechanics/damage_vehicle_3.wav soundparms 1.0 0.5 1.1 0.5 300 300 auto loaded maps "dm obj"
aliascache bombbay_open sound/skylimit/bombbay_open.wav soundparms 1.5 0.0 1.0 0.0 200 400 auto loaded maps "dm obj"
aliascache bombbay_close sound/mechanics/DoorTailgateOpen_01.wav soundparms 1.5 0.0 1.0 0.0 200 400 auto loaded maps "dm obj"
aliascache powerup_boost_start sound/skylimit/boost_start.wav soundparms 1.4 0.2 0.9 0.0 400 2000 voice loaded maps "dm obj"
aliascache powerup_boost_loop sound/skylimit/boost_loop.wav soundparms 1.4 0.2 0.9 0.0 400 2000 voice loaded maps "dm obj"
aliascache powerup_boost_cutoff sound/skylimit/boost_cutoff.wav soundparms 0.8 0.2 0.9 0.0 400 2000 voice loaded maps "dm obj"
aliascache weapon_switch sound/weapons/foley/AmmoPUMG1.wav soundparms 1.3 0.2 0.8 0.2 150 150 auto loaded maps "dm obj"
aliascache weapon_jam sound/weapons/foley/MineTrigger1.wav soundparms 1.0 0.0 1.0 0.2 150 150 auto loaded maps "dm obj"
aliascache browning303_fire_loop sound/skylimit/weapons/browning303_loop.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache browning303_fire_echo sound/skylimit/weapons/browning303_echo.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache browning50_fire_loop sound/skylimit/weapons/browning50_loop.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache browning50_fire_echo sound/skylimit/weapons/browning50_echo.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache browning50_battery_fire_loop sound/skylimit/weapons/browning50_battery_loop.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache browning50_battery_fire_echo sound/skylimit/weapons/browning50_echo.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache mg17_fire_loop sound/skylimit/weapons/mg17_loop.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache mg17_fire_echo sound/skylimit/weapons/mg17_echo.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache mg131_fire_loop sound/skylimit/weapons/mg131_loop.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache mg131_fire_echo sound/skylimit/weapons/mg131_echo.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache hispano_fire_loop sound/skylimit/weapons/hispano_loop.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache hispano_fire_echo sound/skylimit/weapons/hispano_echo.wav soundparms 0.4 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache mg151_fire_loop sound/skylimit/weapons/mg151_loop.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache mg151_fire_echo sound/skylimit/weapons/mg151_echo.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache mgff_fire_loop sound/skylimit/weapons/mgff_loop.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache mgff_fire_echo sound/skylimit/weapons/mgff_echo.wav soundparms 0.6 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache mk108_fire_loop sound/skylimit/weapons/mk108_loop.wav soundparms 0.8 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"
aliascache mk108_fire_echo sound/skylimit/weapons/mk108_echo.wav soundparms 0.8 0.0 1.0 0.0 160 900 auto loaded maps "dm obj"

aliascache aircraft_engine_servo sound/skylimit/servo_run.wav soundparms 2.0 0.0 1.0 0.0 200 600 weaponidle loaded maps "dm obj"
aliascache aircraft_engine_start sound/skylimit/engine_start.wav soundparms 2.0 0.0 1.0 0.0 200 600 weaponidle loaded maps "dm obj"
aliascache aircraft_engine_cutoff sound/skylimit/engine_cutoff.wav soundparms 1.00 0.0 0.50 0.0 200 600 weaponidle loaded maps "dm obj"

aliascache aircraft_taxi sound/skylimit/taxi.wav soundparms 0.8 0.0 1.0 0.0 200 600 auto loaded maps "dm obj"
aliascache aircraft_taxi_halt sound/skylimit/taxi_halt.wav soundparms 0.8 0.0 1.0 0.0 200 600 auto loaded maps "dm obj"
aliascache aircraft_rearm1 sound/weapons/foley/SpringfieldReloadFill1.wav soundparms 1.3 0.2 0.8 0.15 150 300 auto loaded maps "dm obj"
aliascache aircraft_rearm2 sound/weapons/foley/SpringfieldReloadFill2.wav soundparms 1.3 0.2 0.8 0.15 150 300 auto loaded maps "dm obj"

aliascache arty_echo sound/skylimit/arty_echo.wav soundparms 1.0 0.0 1.0 0.0 128 128 auto loaded maps "dm obj"

aliascache torpedo	sound/skylimit/torpedo.wav soundparms 1.0 0.0 1.0 0.0 400 600 auto loaded maps "dm obj"

aliascache sl_b_zing1 sound/weapons/zings/Wpn_WhizBy04.wav soundparms 0.4 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing2 sound/weapons/zings/wpn_whizby05.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing3 sound/weapons/zings/wpn_whizby06.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing4 sound/weapons/zings/wpn_whizby07.wav soundparms 0.6 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing5 sound/weapons/zings/wpn_whizby08.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing6 sound/weapons/zings/wpn_whizby09.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing7 sound/weapons/zings/wpn_whizby10.wav soundparms 0.7 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing8 sound/weapons/zings/wpn_whizby11.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing9 sound/weapons/zings/wpn_whizby13.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing10 sound/weapons/zings/wpn_whizby15.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing11 sound/weapons/zings/wpn_whizby16.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing12 sound/weapons/zings/wpn_whizby17.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing13 sound/weapons/zings/wpn_whizby20.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing14 sound/weapons/zings/wpn_whizby21.wav soundparms 0.5 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing15 sound/weapons/zings/wpn_whizby26.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing16 sound/weapons/zings/wpn_whizby28.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing17 sound/weapons/zings/wpn_whizby29.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing18 sound/weapons/zings/wpn_whizby30.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing19 sound/weapons/zings/wpn_whizby36.wav soundparms 0.9 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"
aliascache sl_b_zing20 sound/weapons/zings/wpn_whizby39.wav soundparms 0.3 0.2 0.9 0.2 160 180 auto loaded maps "dm obj"

local.dist = 160.0
local.maxdist = 200.0

aliascache aircraft_engineA sound/skylimit/engine/A.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"
aliascache aircraft_engineB sound/skylimit/engine/B.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"
aliascache aircraft_engineC sound/skylimit/engine/C.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"
aliascache aircraft_engineD sound/skylimit/engine/D.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"
aliascache aircraft_engineE sound/skylimit/engine/E.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"

// new prop sound
aliascache aircraft_prop sound/skylimit/engine/prop.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist item loaded maps "dm obj"
aliascache aircraft_prop_local sound/skylimit/engine/prop_local.wav soundparms 1.0 0.0 1.0 0.0 local.dist local.maxdist "local" loaded maps "dm obj"


end 

//local.master aliascache [aliasname] [soundfile] soundparms [basevolume] [randvolume] [basepitch] [randpitch] [mindist] [maxdist] [channel] loaded maps "obj dm"

//Soundfiles [derambient] [derdialoge] [dermachine] [dermusic]

Posted: Tue Jan 09, 2007 5:13 pm
by ViPER
Check this one out - from a while back in this post. I didn't know i was being frapped. lol

ViDEO