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Posted: Wed Sep 24, 2003 3:42 am
by Random
DOH!! ok i will give that a go and see what it does for me.

Posted: Wed Sep 24, 2003 6:27 am
by jv_map
You need to type "local" (with quotes) when using the work-around.

Posted: Wed Sep 24, 2003 6:46 am
by Random
local.master = spawn ScriptMaster

local.master aliascache Mach_loop sound/amb/Amb_MachineLoop_02.wav soundparms 0.5 0.0 1.0 0.0 256 512 "local" loaded maps "obj dm"

Like this?

Cuz as i dig through the uberduber thingy it has it like this?


aliascache dm_hit_notify1 sound/null.wav soundparms 1.0 0.0 1.0 0.0 160 1600 local loaded maps "dm moh obj"

see no quotes? Now i am really con-fus-ed

Posted: Wed Sep 24, 2003 9:13 am
by jv_map
Yup but when using the work-around you need to type it with quotes ;), otherwise the game will read 'local' as the current thread object (as in local.player).

min max

Posted: Thu Sep 25, 2003 5:13 am
by tltrude
Your min distance is very small (160). That means the volume will only be full for a radius of 160 units from the source, and it will fade untill you get to 1600 units away--where it cuts out.

If you set those values right, only one speaker entity will be needed for the room--unless it is a very long room.

Posted: Thu Sep 25, 2003 7:06 am
by Random
Remade LOL:V2 so yeah there are some big open spaces and turning down the volume as well as shortening the min distance seemed to be the only thing i could do to balance out the sounds in the room. Otherwise with larger min distances you would either be overwhelmed by the sounds or hit a dead spot between the sound origins and not hear it enough. BTW does the uber work around disable the cinemtatic command? If so i think thats great. Sounds are a big part of the ambience of the map and i think its a shame for peeps to turn them off.

Posted: Wed Nov 26, 2003 7:00 pm
by jv_map
I made this a sticky since it turns out to be a 'frequently asked question' :wink:

Posted: Thu Nov 27, 2003 12:40 am
by small_sumo
May I once again say how good it is thgat you sorted out our mohaa sound problems, my maps are so much more realistic with specially placed sounds now.

Thanks JV

Posted: Fri Dec 05, 2003 4:31 pm
by Parts
Anyone ever got this to work with Spearhead? Just doesn't work for me at all.

Just get an error saying can't find alias in ubersound or uberdialog

Posted: Sat Dec 06, 2003 12:02 am
by WarTech
Parts wrote:Anyone ever got this to work with Spearhead? Just doesn't work for me at all.

Just get an error saying can't find alias in ubersound or uberdialog
I am having the same problem. I also justarted a thread on this for Spearhead and I am hoping someone comes up with a solution. Look for Spearhead / Ubersound Problem.

<TWZ>WarTech

Posted: Mon Dec 08, 2003 12:59 am
by small_sumo
Yeah um guys Mirek once stumbled onto something that seams to work for SH and that is you can write a scr of your map name into the ubersound folder with aliases you need and that worked. He did it for a card game ion my very first map hanger_se.

Posted: Sat Apr 03, 2004 11:48 pm
by theMechanic
Ok, can some one help a real uber noob here. This is my script, the plane flys fine, bombs fine, the whole bit, but i get this error in my log about the sound using this work around.

$pl1 playsound alarm_siren (maps/dm/mohdm1.scr, 88)
$pl1 ^

^~^~^ Script Error: command 'playsound' applied to NULL listener

ive tried loopsound also.


level waitTill prespawn

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

//jv's sound workaround

local.master = spawn ScriptMaster

local.master alias alarm_siren sound/mechanics/Mec_Alarm_10.wav soundparms 1.2 0.0 1.0 0.0 300 12000 item streamed maps "dm obj"

level.script = maps/dm/mohdm1.scr
exec global/ambient.scr mohdm1

level waittill spawn

$pl1 playsound alarm_siren

thread plane
thread funstuff
thread lift1
thread lift2
thread upandaway1
thread upandaway2
//thread dogs
//thread teleport

end

//-----------------------------------------------------------------------------

plane:

// Plane 1
spawn script_object "targetname" "pl1" "classname" "info_splinepath"
$pl1.origin = ( 172 -758 761)
$pl1.angles = ( 20 90 0)
$pl1.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "pl2" "classname" "info_splinepath"
$pl2.origin = ( 240 103 437)
$pl2.angles = ( 0 90 0)
$pl2.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "pl3" "classname" "info_splinepath"
$pl3.origin = ( 323 854 821)
$pl3.angles = ( -20 89 0)
$pl3.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "pl4" "classname" "info_splinepath"
$pl4.origin = ( 355 2487 1114)
$pl4.angles = ( -20 90 0)
$pl4.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "pl5" "classname" "info_splinepath"
$pl5.origin = ( 235 4888 1716)
$pl5.angles = ( -20 90 0)
$pl5.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "bomberpath" "classname" "info_splinepath" "target" $pl1 "origin" "237 -3603 921" "angles" "10 90 0" "model" "vehicles/p47fly.tik" "$mdl" "vehicles/p47fly.tik" "#set" "1" "speed" ".8"

// Speaker
spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" $pl3.origin "#set" "1"

// Plane 1 Bomb 1
spawn script_origin "targetname" "bo111" "classname" "info_splinepath"
$bo111.origin = ( 199 -518 404)
$bo111.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo112" "classname" "info_splinepath"
$bo112.origin = ( 132 -288 52)
$bo112.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl1.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo111

$bo111.target = $bo112

// Plane 1 Bomb 2
spawn script_origin "targetname" "bo121" "classname" "info_splinepath"
$bo121.origin = ( 240 160 300)
$bo121.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo122" "classname" "info_splinepath"
local.leftright = randomint(100)
if (local.leftright < 50)
{
local.xmove = 0
}
else
{
local.xmove = 440
}
$bo122.origin = ( local.xmove 270 80)
$bo122.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl2.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo121

$bo121.target = $bo122

// Plane 1 Bomb 3
spawn script_origin "targetname" "bo131" "classname" "info_splinepath"
$bo131.origin = ( 386 1001 530)
$bo131.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo132" "classname" "info_splinepath"
$bo132.origin = ( 496 1127 395)
$bo132.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl3.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo131

$bo131.target = $bo132

// Plane 1 Bomb 4
spawn script_origin "targetname" "bo141" "classname" "info_splinepath"
$bo141.origin = ( 430 2707 757)
$bo141.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo142" "classname" "info_splinepath"
$bo142.origin = ( 486 2892 385)
$bo142.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl4.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo141

$bo141.target = $bo142

// connect up plane path
$pl1.target = $pl2
$pl2.target = $pl3
$pl3.target = $pl4
$pl4.target = $pl5

exec global/bomber.scr
wait 180

ord1agn:
local.planewait = randomint(120) + 40
wait local.planewait
iprintlnbold "!!! P47 FIGHTER/BOMBER APPROACHING !!!"
iprintlnbold "!!! INCOMMING FIRE - TAKE COVER !!!"
wait 10
thread global/bomber.scr::bomb 1
goto ord1agn
end

Posted: Sat Apr 03, 2004 11:53 pm
by Bjarne BZR
You are executing

Code: Select all

$pl1 playsound alarm_siren
before you run the plane thread... and $pl1 is created in the plane thread... Applied to NULL listerner means that the object you are trying to acces does not exist.

Posted: Sun Apr 04, 2004 4:37 am
by theMechanic
Well, i've had that issue before and did think that as a possibility, can you give me a heads up on where i might put it?

Posted: Sun Apr 04, 2004 3:20 pm
by Bjarne BZR
After "thread plane" ( as it does not exist until you run the plane code ).