raining through the roof..

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Liberator
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Post by Liberator »

Yes I did them all together.
Well Ill start all over again :lol:

Ill be back! ;)

Lib
I liberate stuff...the danish way..
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tltrude
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entity

Post by tltrude »

I've seen that happen with trigger brushes. If there are two brushes and both are turned into one trigger_multiple, the game sees the area between them as part of a single trigger.

Most likely, the same is happening with your rain brushes.
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Re: entity

Post by jv_map »

tltrude wrote:I've seen that happen with trigger brushes. If there are two brushes and both are turned into one trigger_multiple, the game sees the area between them as part of a single trigger.

Most likely, the same is happening with your rain brushes.
That is a very good point!! Make sure all your rain brushes are seperate entities!
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Liberator
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Post by Liberator »

YEAH now my baby is working again!! :wink: :wink:

The sound of the rain wont work...

Im using a sound_speaker

Targetname is rain_speaker1

My SCR file says: $rain_speaker1 loopsound rain_ext

Does it have to be inside the rain brush too?

Lib
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tltrude
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Post by tltrude »

"rain_ext" only works in singleplayer. You will need a sound work around like this.

local.master = spawn ScriptMaster
local.master aliascache
rain_ext sound/amb/Amb_RainExt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 auto loaded maps "m dm moh obj "

It goes in the "main:" thread, just below the setcvar lines, in your script. The speaker (using this sound alias) has a range of 3000 grid units in all directions, but it fades as you walk from 3000 to 6000 where it cuts off. So, the best place is probably the center of the map.
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Liberator
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Post by Liberator »

So that will be something like this:

I jyst tried this way but could not hear any rain, or maybe I misunderstood :roll:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "DIE"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none"

local.master = spawn ScriptMaster
local.master aliascache rain_ext sound/amb/Amb_RainExt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 auto loaded maps "m dm moh obj "


level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr.............
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tltrude
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wait

Post by tltrude »

Yes, that looks right. But, I have seen that sounds sometime need a short wait before being loaded. You can do that with a thread to start the sound.

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "DIE"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none"

local.master = spawn ScriptMaster
local.master aliascache rain_ext sound/amb/Amb_RainExt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 auto loaded maps "m dm moh obj "

level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

//etc...

thread start_sounds

level waitTill spawn

end


start_sounds:

wait 1
$rain_speaker1 loopsound rain_ext

end


It might also be a good Idea to change the name of the sound from "rain_ext" to "rain_snd" in both the work around and the sound starting thread.
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Liberator
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Post by Liberator »

Im confused now. I can't make it work...

Have a look at this:
(Can you correct it for me, please :cry: )

// Small Hills
// ARCHITECTURE: Liberator
// SCRIPTING:
main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "DIE"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "none"

local.master = spawn ScriptMaster
local.master aliascache rain_ext sound/amb/Amb_RainExt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 auto loaded maps "m dm moh obj "


level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

$world farplane_color "0.309804 0.313726 0.341176"
level.fogplane = 25000
$world farplane level.fogplane

level.script = maps/dm/OBC_SmallHills.scr

thread global/minefield.scr::minefield_setup // <-- runs minefield script thread


$fire_speaker loopsound fire_large

$rain_speaker1 loopsound rain_ext
$rain_speaker2 loopsound rain_int
$rainwin_speaker loopsound rain_window
$rainroof_speaker loopsound rain_roof
$rainpuddle_speaker loopsound rain_puddle

$river_speaker1 loopsound river
$river_speaker2 loopsound river2
$river_speaker3 loopsound river3
$river_speaker4 loopsound stream
$river_speaker5 loopsound stream1

$wind_speaker1 loopsound wind_weak
$wind_speaker2 loopsound wind_weak1
$wind_speaker3 loopsound wind_strong
$wind_speaker4 loopsound wind_trees1
$wind_speaker5 loopsound wind_trees2
$wind_speaker6 loopsound wind_trees3
$wind_speaker7 loopsound wind_trees4
$wind_speaker8 loopsound wind_trees5

$radio_speaker loopsound radio_loop

$machine_speaker loopsound machine_loop

level waittill spawn

exec global/ambient.scr m5l1b
exec global/weather.scr
exec global/door_locked.scr::lock

level waittill spawn
thread puddle
puddle:
wait 30 // wait 30 sec before starting
$rainpuddle moveup 24 // elevate the script object 24 units
$rainpuddle time 600 // take 10 minutes to do it
$rainpuddle waitmove


thread start_sounds

level waitTill spawn

end

start_sounds:

wait 1
$rain_speaker1 loopsound rain_ext



end




Lib.. :)
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tltrude
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sound alias

Post by tltrude »

As I said before, not all the sound alias lines in the ubersound script work in multiplayer. If a line doesn't have "dm obj" at the end, it wont work -- that when you need to add it to the work around. I added all the "rain_" ones you listed to the work around and then changed thier names a little.

All you sound looping lines are now in the start sound thread.

Your script now has three threads (main, puddle, and start_sounds). Notice how the tabs make it easier to see them?

Code: Select all

// Small Hills 
// ARCHITECTURE: Liberator 
// SCRIPTING: Liberator 

main: 

	// set scoreboard messages 
	setcvar "g_obj_alliedtext1" "DIE" 
	setcvar "g_obj_alliedtext2" "" 
	setcvar "g_obj_alliedtext3" "" 
	setcvar "g_obj_axistext1" "" 
	setcvar "g_obj_axistext2" "" 
	setcvar "g_obj_axistext3" "" 

	setcvar "g_scoreboardpic" "none" 

// Ubersound Workaround
local.master = spawn ScriptMaster 
local.master aliascache rain_outside sound/amb/Amb_RainExt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 local streamed maps "m dm moh obj "
local.master aliascache rain_inside sound/amb/Amb_RainInt_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 local streamed maps "m dm moh obj "
local.master aliascache rain_on_roof sound/amb/Amb_RainRoof_02.wav soundparms 1.0 0.0 1.0 0.0 160 320 local streamed maps "m dm moh obj "
local.master aliascache rain_on_window sound/amb/Amb_RainWindow_01.wav soundparms 1.0 0.0 1.0 0.0 160 320 local streamed maps "m dm moh obj "
local.master aliascache rain_in_puddle sound/amb/Amb_RainPuddle_01.wav soundparms 1.0 0.0 1.0 0.0 3000 6000 local streamed maps "m dm moh obj "

	level waitTill prespawn 

	//*** Precache Dm Stuff 
	exec global/DMprecache.scr 

	$world farplane_color "0.309804 0.313726 0.341176" 
	level.fogplane = 25000 
	$world farplane level.fogplane 

	level.script = maps/dm/OBC_SmallHills.scr 

	thread global/minefield.scr::minefield_setup // <-- runs minefield script thread 

	exec global/ambient.scr m5l1b 
	exec global/weather.scr 
	exec global/door_locked.scr::lock 

	thread puddle 
	thread start_sounds 

	level waitTill spawn 

end

puddle:
 
	wait 30 // wait 30 sec before starting 
	$rainpuddle moveup 24 // elevate the script object 24 units 
	$rainpuddle time 600 // take 10 minutes to do it 
	$rainpuddle waitmove

end  

start_sounds: 

	wait 1

	$fire_speaker loopsound fire_large  
 
	$rain_speaker1 loopsound rain_outside 
	$rain_speaker2 loopsound rain_inside 
	$rainwin_speaker loopsound rain_on_window 
	$rainroof_speaker loopsound rain_on_roof 
	$rainpuddle_speaker loopsound rain_in_puddle 

	$river_speaker1 loopsound river 
	$river_speaker2 loopsound river2 
	$river_speaker3 loopsound river3 
	$river_speaker4 loopsound stream 
	$river_speaker5 loopsound stream1 

	$wind_speaker1 loopsound wind_weak 
	$wind_speaker2 loopsound wind_weak1 
	$wind_speaker3 loopsound wind_strong 
	$wind_speaker4 loopsound wind_trees1 
	$wind_speaker5 loopsound wind_trees2 
	$wind_speaker6 loopsound wind_trees3 
	$wind_speaker7 loopsound wind_trees4 
	$wind_speaker8 loopsound wind_trees5 

	$radio_speaker loopsound radio_loop 

	$machine_speaker loopsound machine_loop

end 
Hope that works a little better.
Tom Trude,

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Liberator
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Location: Denmark

Post by Liberator »

No...still no sound... and now i'm running into some kind of "pockets" on the map where there is no gunfire, reloading or step sounds...pretty strange
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