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Explosion sounds
Posted: Wed Jun 15, 2005 1:50 pm
by the r@t
Hello
I've started on a new map (since rookie_one is working on harbor)
I've added some mortar hits in the map. But they don't have sound.
So I went looking for one. I found this one : sound/weapons/explo/exp_dirt_01
I've typed it in my script, likt this:
Code: Select all
bomb:
$bomb playsound sound/weapons/explo/exp_dirt_01
$bomb anim start
radiusdamage $bomb 256 384
end
But when I test the map, I can't hear the sound

I've tried to leave away the path to the sound, but that didn't work.
What am I doing rong here?
thx
Posted: Wed Jun 15, 2005 2:09 pm
by Elgan
sand
Posted: Wed Jun 15, 2005 8:22 pm
by tltrude
Your sound should work fine without a ScriptMaster work around. Here is what it looks like in the ubersound.scr script.
aliascache
arty_exp_sand1 sound/weapons/explo/exp_dirt_01.wav soundparms 0.8 0.3 0.7 0.4 1000 8000 weapon loaded maps "m3l1 m3l3 dm moh obj train"
However, to use this sound you must use its alias name which is "arty_exp_sand1".
Code: Select all
bomb:
$bomb playsound arty_exp_sand1
$bomb anim start
radiusdamage $bomb 256 384
end
Posted: Thu Jun 16, 2005 12:36 am
by lizardkid
i strongly suggest defining aliases in a separate script and calling that, it's much cleaner.
like this..
MAIN SCRIPT FILE:
Code: Select all
main:
exec global/myCache.scr::soundMain // defines my sounds
level waittill prespawn
level waittill spawn
end
MYCACHE.SCR:
Code: Select all
soundMain:
aliascache arty_exp_sand1 sound/weapons/explo/exp_dirt_01.wav soundparms 0.8 0.3 0.7 0.4 1000 8000 weapon loaded maps "m3l1 m3l3 dm moh obj train"
end
Posted: Thu Jun 16, 2005 3:59 pm
by the r@t
Thx, it works now
Can you give me some other names for explosive sounds so I can experiant with them?
thx
Posted: Thu Jun 16, 2005 7:06 pm
by lizardkid
your best bet is to open the pak files and just go through listening to the sounds.

sounds
Posted: Thu Jun 16, 2005 7:46 pm
by tltrude
Here is how I find sounds,
First I listen to the sounds in pak3--to find one I like. Next, I copy the name of the wav file (Ctrl C). The ubersound.scr file is in pak0, so I search for the wav name there. If the aliascache name is loaded for the same game type I am making (dm obj mostly), I can use it without a work around.