Dog Sounds

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battousai
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Dog Sounds

Post by battousai »

Hello, I imported ubersound.scr in the ubersound folder in my pk3 file. I have dog spawns, but the sounds are not working. This is for spearhead. Any ideas how to get it working???
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Green Beret
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Post by Green Beret »

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battousai
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Post by battousai »

It says weapon sound overflow when i try to test it.
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FIVEBOY
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Post by FIVEBOY »

Look at my saint floretes 3 map you can find all you need there. I created a ubersound file for the sounds i needed for the dog.

You can download it at the .map main page.
battousai
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Post by battousai »

um i don't want it on a single player map. I have dogs in multiplayer and the dog sounds don't work. Any how i can fix this overflow. Or if someone can please show me how to precache the dog sounds in the tiki format and exec or something like that.


This website here say i should precache, how can do that?
http://smallsumo.leveledit.com/bdbodger ... r_dogs.htm
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agentmad007
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Post by agentmad007 »

Lets say your map is called "dog_map.bsp" , you normaly got the "dog_map.scr"(map script file that come with :D).To precache the tiki , create a file called "dog_map_precache.scr" , that would be all the thing you wanna precache for your map.

Use notepad to edit this file and add this line:

Code: Select all


cache models/sound/dogsounds.tik

Drag the tiki in models/sound , and you are done.
Deadly and slient.
FIVEBOY
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Post by FIVEBOY »

um i don't want it on a single player map. I have dogs in multiplayer and the dog sounds don't work
Dont we all mate! :wink: Objective Saint Floretes 3 has a mad dog in it and its a spearhead obj map see the review on the home page :), i have a Dog than runs around the map with doggy noices :twisted: . To get the sounds working with the map i created a ubersound folder in my .pk3 with my custom ubersound .scr file in it, see below the code, if u want a closer look then download my map everything that made the map is there!

Code: Select all

settiki none
aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 550 voice loaded maps "t dm obj "
aliascache dog_bark2 sound/characters/dog_bark_2.wav soundparms 1.5 0.0 0.8 0.4 160 550 voice loaded maps "t dm obj "
aliascache dog_bark3 sound/characters/dog_bark_3.wav soundparms 1.5 0.0 0.8 0.4 160 550 voice loaded maps "t dm obj "
aliascache dog_sniff sound/characters/dog_bark_4.wav soundparms 1.5 0.0 0.8 0.4 160 550 voice loaded maps "t dm obj "

aliascache dog_pain1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_pain2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_pain3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_pain4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_pain5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "

aliascache dog_death1 sound/characters/dog_growl_1.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_death2 sound/characters/dog_growl_2.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_death3 sound/characters/dog_growl_3.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_death4 sound/characters/dog_growl_4.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_death5 sound/characters/dog_growl_5.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "

aliascache dog_bite1 sound/characters/dog_bite_1.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_bite2 sound/characters/dog_bite_2.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_bite3 sound/characters/dog_bite_3.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "
aliascache dog_bite4 sound/characters/dog_bite_4.wav soundparms 1.5 0.0 0.8 0.4 500 550 voice loaded maps "t dm obj "

aliascache dog_collar1 sound/characters/dog_collar_1.wav soundparms 0.8 0.2 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_collar2 sound/characters/dog_collar_3.wav soundparms 0.8 0.2 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_collar3 sound/characters/dog_collar_4.wav soundparms 0.8 0.2 0.8 0.3 160 500 auto loaded maps "t dm obj "

aliascache dog_fs1 sound/characters/dog_footstep_1.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs2 sound/characters/dog_footstep_2.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs3 sound/characters/dog_footstep_3.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs4 sound/characters/dog_footstep_4.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs5 sound/characters/dog_footstep_5.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs6 sound/characters/dog_footstep_6.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs7 sound/characters/dog_footstep_7.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "
aliascache dog_fs8 sound/characters/dog_footstep_8.wav soundparms 0.5 0.25 0.8 0.3 160 500 auto loaded maps "t dm obj "

aliascache dog_growl1 sound/characters/dog_growl_1.wav soundparms 1.0 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_growl2 sound/characters/dog_growl_2.wav soundparms 1.0 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_growl3 sound/characters/dog_growl_3.wav soundparms 1.0 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_growl4 sound/characters/dog_growl_4.wav soundparms 1.0 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_growl5 sound/characters/dog_growl_5.wav soundparms 1.0 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "

aliascache dog_pant1 sound/characters/dog_pant_1.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant2 sound/characters/dog_pant_2.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant3 sound/characters/dog_pant_3.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant4 sound/characters/dog_pant_4.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant5 sound/characters/dog_pant_5.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant6 sound/characters/dog_bark_4.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "
aliascache dog_pant7 sound/characters/dog_bark_5.wav soundparms 0.6 0.2 0.8 0.3 320 500 voice loaded maps "t dm obj "

alias m4l3_truck1 sound/vehicle/Truck_m4l3.wav soundparms 1.1 0.0 1.0 0.0 300 4000 auto streamed maps "t dm obj "
aliascache m4l2_truckidle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 300 7000 auto loaded maps "t dm obj "

aliascache lighthouse_run sound/mechanics/M1_LightTurn.wav soundparms 1.2 0.0 1.0 0.0 500 5000 item loaded maps "t dm obj "
aliascache lighthouse_lever sound/mechanics/M1_LeverPull.wav soundparms 1.5 0.0 0.8 0.0 160 1600 item loaded maps "t dm obj "

local.master aliascache crossing_bell sound/bridge/xing3.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m t dm moh obj "
local.master aliascache bridge_open sound/bridge/Fence_Open.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m t dm moh obj "
local.master aliascache bridge_open2 sound/bridge/Mec_GeneratorRun_01.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m t dm moh obj "
local.master aliascache bridge_open3 sound/bridge/Gate_Metal_Locked.wav soundparms 1.0 0.0 1.0 0.0 1024 6000 auto loaded maps "m t dm moh obj "
end
cheers 5
battousai
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Joined: Wed Apr 27, 2005 11:28 pm

Post by battousai »

thanks guys, i try your way five boy, i figure out that in the uberfolder, if i make a .scr file that is called dogsounds.scr, then when i use my in game server laucher, yes the sounds work, so when i give it to my friend to test it, he runs a deciated server, he says it still don't work. I finally figure out that it works client version only. Maybe yours is a different map thats why. But idk. Right now i am testing the precaching thing to see if it works.
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Quote: It doesn't matter. Use whatever technique you like. However. Once I've said I'll kill you, your death is assured.
battousai
Lance Corporal
Posts: 10
Joined: Wed Apr 27, 2005 11:28 pm

Post by battousai »

Alright i just tested the precache thing. It still didn't work. Do i have to exec in the map file.scr. Let say i have obj/obj_team2.scr. And obj_team2_precache.scr. I put in cache models/sound/dogsounds.tik.

Here are some of ss, tell me if anything is wrong. Also, the bomb obj step on the v2 don't work. What am im doing wrong?

Code: Select all

/ V2 FACILITY
// ARCHITECTURE: POWZER
// SCRIPTING: POWZER

main:

setcvar "g_obj_alliedtext1" "- Destroy the Control" 
setcvar "g_obj_alliedtext2" "Room"
setcvar "g_obj_alliedtext3" "- Destroy V2 Rocket"

setcvar "g_obj_axistext1" "- Defend the Control"
setcvar "g_obj_axistext2" "   Room and the V2"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "objdm2"
exec maps/obj/fix2.scr
exec v2/v2mapaddons.scr
exec v2/dogs.scr
thread messages

	level waittill prespawn

	//*** Precache Dm Stuff
	exec global/DMprecache.scr
	local.master = spawn ScriptMaster
	local.master aliascache bell_snd sound/weapons/explo/exp_dirt_04.wav soundparms 100 0.0 1.0 0.0 256 1024 auto loaded maps "dm moh obj train"
	exec global/screenshotmod.scr
	
	//***Flyby Planes
	exec global/bomber.scr
	//thread flyby
		
	//***Ambient sounds
	level.script = maps/obj/obj_team2.scr
	exec global/ambient.scr obj_team2
	
	exec global/door_locked.scr::lock
	thread global/exploder.scr::main
	//thread global/barrel.scr::explosive_barrel

	$world farplane 2000
	$world farplane_color (.000 .000 .000)
	//$world.farplane_cull = 1
	$world.fastsky = 1

	level waittill spawn

	level.defusing_team = "axis"
	level.planting_team = "allies"
	level.bomb_damage = 200
	level.bomb_explosion_radius = 2048

	// set the parameters for round based match
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = axis // set to axis, allies, kills, or draw

	level waittill roundstart
	
		thread flyby	
		
		$v2_explode thread global/obj_dm.scr::bomb_thinker
		$ctrlroom_explode thread global/obj_dm.scr::bomb_thinker
		
		thread allies_win_bomb $v2_explode $ctrlroom_explode
		$v2_explode thread axis_win_timer
		
//		thread objectives_setup
end


allies_win_bomb local.bomb1 local.bomb2:

	while (local.bomb1.exploded != 1)
		wait .1
	while (local.bomb2.exploded != 1)
		wait .1

	teamwin allies
end

//*** --------------------------------------------
//*** "Axis Victory"
//*** --------------------------------------------

axis_win_timer:

	level waittill axiswin

end

flyby:

	//***random flyby of plane
	wait 1.0
	thread global/bomber.scr::bomb 4
	thread global/bomber.scr::bomb 5
	thread global/bomber.scr::bomb 6
	thread global/bomber.scr::bomb 7
	wait (randomint(180) + 60)
	
goto flyby

//Display objectives
//objectives_setup:
//
//	waitthread global/objectives.scr::blank_objectives
//	waitthread global/objectives.scr::add_objectives 1 2 "Destroy the V2 rocket and the Launch Control Room" //$v2_bomb.origin
//	wait 2
//	waitthread global/objectives.scr::current_objectives 1

//end

//-----=[ Messages ]=-----//

messages:
	wait 12
	iprintln "Welcome to Green Beret Clan Server Rifles Only Modded Server!"
	wait 12
	iprintln "Map mods by Battousai and Blade."
	wait 12
	iprintln "Weapons modded by Blade."
	wait 12
	iprintln "Enjoy your stay and tell your friends now you hear."
	wait 5 
	iprintln "Come back soon!"
	wait 90
	goto messages
end
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battousai
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Post by battousai »

woooooohoooo. I was just looking around the forums and found the new ubersound work around. Let me try that to see if it works.
«ßↆõû§âΙ»{Green_Beret}

Quote: It doesn't matter. Use whatever technique you like. However. Once I've said I'll kill you, your death is assured.
battousai
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Posts: 10
Joined: Wed Apr 27, 2005 11:28 pm

Post by battousai »

awwwww. I just read it and it say it don't work for Spearhead. Now i got to find ways to make it work for sh.......... :roll:
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Quote: It doesn't matter. Use whatever technique you like. However. Once I've said I'll kill you, your death is assured.
Rookie One.pl
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Post by Rookie One.pl »

In SH every script in the ubersound directory is executed. Just make a new one following the pattern from ubersound.scr.
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