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Posted: Tue Jan 04, 2005 9:08 pm
by HDL_CinC_Dragon
i havnt really mastered speakers yet either but, instead if saying
would it have to be
and again, i havnt mastered this but am i right?
Posted: Wed Jan 05, 2005 12:46 am
by Green Beret
he had a sound he called at the top.u can give them nick names
Posted: Wed Jan 05, 2005 2:08 am
by lizardkid
that line was an ubersound (means oversound in German... hmmz...) alias, means he just made Mec_Alarm_2 be alarm. if he so wishes.
Posted: Wed Jan 05, 2005 2:29 am
by panTera
ravage wrote:on my speaker i got :
classname static_miscobj_alarmbell
model static/alarmbell.tik
origin 8.00 48.00 80.00
scale 1.0
targetname speaker
testanim idle
You can't turn a speaker into a static alarmbell model. Make them two seperate things, one alarmbell model and one (invisible) speaker.
First add the static/alarmbell model and leave out the targetname.
Then make a new "script_model" close to the alarmbell model and give it:
Key: model
Value: fx/dummy.tik
and
Key: targetname
Value: speaker
Posted: Wed Jan 05, 2005 3:10 pm
by Green Beret
i use script origins for my speakers.but u can also call sounds from a trigger,so most of the time i dont need a speaker.
on my alarm i got a switch/targetname alarm_switch.
then i got a fx/dummy.tik for my light targetname light.
then i put a cage light near the dummy.tik.
then put a trigger around the switch /targetname alarm_switch_trigger.
Code: Select all
level waittill spawn
end
//alert_switch---------------------------------------------------------------------
alert_switch:
$alarm_switch_trigger triggerable
$alarm_switch_trigger waittill trigger
$alarm_switch anim turn
$alarm_switch_trigger playsound alarm_switch
$alarm_switch_trigger loopsound alarmbell//i have an alias cache
$alarm_switch_trigger nottriggerable
wait .5
goto lighton
end
lighton:
$light light 0 0 1 706
wait .5
goto turnoffswitch
end
turnoffswitch:
$alert_switch_trigger triggerable
$alert_switch_trigger waittill trigger
$alert_switch anim off
$alert_switch_trigger playsound alarm_switch
$alarm_switch_trigger stop loopsound
$alert_switch_trigger nottriggerable
wait .5
$light light 0 0 0 24
goto alert_switch
end
works great

Posted: Wed Jan 05, 2005 5:33 pm
by ravage
i test later thnx for info all
Posted: Wed Jan 05, 2005 8:24 pm
by ravage
can u post the full script completed??
somone mail it to
Futuresily@hotmail.com plz *thnx*
Posted: Wed Jan 05, 2005 9:36 pm
by Green Beret
ok,i will even send the .map and a pk3 with everything included

Posted: Wed Jan 05, 2005 10:55 pm
by Master-Of-Fungus-Foo-D
panTera wrote:ravage wrote:on my speaker i got :
classname static_miscobj_alarmbell
model static/alarmbell.tik
origin 8.00 48.00 80.00
scale 1.0
targetname speaker
testanim idle
You can't turn a speaker into a static alarmbell model. Make them two seperate things, one alarmbell model and one (invisible) speaker.
First add the static/alarmbell model and leave out the targetname.
Then make a new "script_model" close to the alarmbell model and give it:
Key: model
Value: fx/dummy.tik
and
Key: targetname
Value: speaker
whay cant we just make anything loopsound? why do we ALWAYS have to use an fx/dummy.tik script model????
Posted: Thu Jan 06, 2005 1:33 am
by Green Beret
here is the code..it works great,except i couldnt get the sound to loop,never messed with sound too much.
Code: Select all
//
// ARCHITECTURE: Green Beret
// SCRIPTING: Green Beret
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "alarm"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" " Run"
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "NONE"
local.master = spawn ScriptMaster
local.master aliascache alarmbell sound/mechanics/Mec_Alarm_07.wav soundparms 1.2 0.0 1.0 0.0 300 12000 item loaded maps "m dm moh obj "
level waittill prespawn
thread alert_switch
$alarm_switch angles 0 180 0
//*** Precache Dm Stuff
level.script = maps/dm/alarm_tut.scr//your map name
level waittill spawn
end
//alert_switch---------------------------------------------------------------
alert_switch:
$alarm_switch_trigger triggerable
$alarm_switch_trigger waittill trigger
$alarm_switch anim turnon
$alarm_switch_trigger playsound alarm_switch
$alarm_switch_trigger playsound alarmbell
$alarm_switch_trigger nottriggerable
wait .5
goto lighton
end
lighton:
$light light 1 0 0 706
wait .5
goto turnoffswitch
end
turnoffswitch:
$alarm_switch_trigger triggerable
$alarm_switch_trigger waittill trigger
$alarm_switch anim turnoff
$alarm_switch_trigger playsound alarm_switch
$alarm_switch_trigger stopsound alarmbell
$alarm_switch_trigger nottriggerable
wait .5
$light light 0 0 0 24
goto alert_switch
end
download the pk3
here the .map is in the .pk3
Posted: Thu Jan 06, 2005 12:11 pm
by wacko
to make it complete, here's a
pk3 with working loopsound and a little corona added to the light.
I think, u can't add 2 sounds to one entity, so I added another script_model which does the job.
This is the script:
Code: Select all
main:
local.master = spawn ScriptMaster
local.master aliascache alarm1 sound/mechanics/Mec_Alarm_07.wav soundparms 1.2 0.0 1.0 0.0 300 12000 auto loaded maps "dm obj"
level waittill prespawn
$alarmcorona hide
thread alert_switch
//*** Precache Dm Stuff
level.script = maps/dm/alarm_tut.scr
level waittill spawn
end
alert_switch:
while (1)
{
$alarm_switch_trigger triggerable
//-------------------waiting----------------------------------
$alarm_switch_trigger waittill trigger
$alarm_switch anim turnon
$alarm_switch_trigger playsound alarm_switch
$alarm_switch_trigger nottriggerable
$light light 1 0 0 100
$alarmcorona show
$alarmbell loopsound alarm1
$alarm_switch_trigger triggerable
//-------------------waiting----------------------------------
$alarm_switch_trigger waittill trigger
$alarmbell stoploopsound
$alarm_switch anim turnoff
$alarm_switch_trigger playsound alarm_switch
$alarm_switch_trigger nottriggerable
$light light 0 0 0 24
$alarmcorona hide
}
end
Posted: Thu Jan 06, 2005 12:45 pm
by Green Beret
for some reason when i used the loopsound command,my sound wouldnt play,till i made it playsound.
thnx for the loopsound wacko
i updated my pk3 and added the loop sound and carona.
http://wolfbattalion.com/alarm_tut.pk3
enjoy

Posted: Thu Jan 06, 2005 8:26 pm
by HDL_CinC_Dragon
my loopsounds wont work... and i dont feel like posting the long script... but the sounds i have are from pak3 : veh_jeep_on ; veh_jeep_idle ; veh_jeep_move ; veh_jeep_off ; horn. they are all .wav's i found in pak3 that go very well to what i want.... and i also have lighthouse_run ; item_timer_01 ; final_countdown but those 3 sounds work... i have some debugging to do with the actual movements of the thing im making so maybe ill uncover something ive missed several times?
the sounds in red dont work for some reason...
thread_name:
$bot loopsound veh_jeep_on
wait 1
$bot loopsound veh_jeep_idle
wait 1
$bot stoploopsound
$bot loopsound veh_jeep_move
$bot do some stuff
$bot stoploopsound
$bot loopsound veh_jeep_idle
wait 1
$arm loopsound lighthouse_run
$arm rotateX 45
wait 1
$arm rotateX -90
wait 2
$arm rotateX 45
wait 1
$arm rotateX 0
$arm stoploopound
end
theres more to this script but you get the basic idea.
most of the stuff that i want to move and that i have scripted work except for some minor things.
Posted: Thu Jan 06, 2005 8:34 pm
by wacko
dont think the problem is the sound, rather $bot which cant do a loopsound...
try to change the sounds veh_jeep_on and so on to lighthouse_run and see whether this works. prob not.
u could also try to change $bot to $arm in the loopsound lines and check this.
maybe bind a speaker to ur bot and let it do the sounds?!
Posted: Thu Jan 06, 2005 10:27 pm
by HDL_CinC_Dragon
well $bot isnt actually an AI bot. its stands for robot.... bot just sounds a little less childish that robot... lol.