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Sounds for the truck

Posted: Wed Aug 02, 2006 2:48 pm
by Firefox
Okay im scripting a truck that you get into, I have most of it down execpt the sounds. Heres what I want it to play sound/vehicle/veh_truck_on.wav for the first one then I want it to loop veh_truck_move.wav what code would I use?
I have this code

Code: Select all

$truck playsound sound/vehicle/veh_truck_on.wav
but its not working?? any ideas?

alias names

Posted: Wed Aug 02, 2006 4:28 pm
by tltrude
You need to use the alias names from the ubersound script in pak0.

$truck playsound opeltruck_snd_start
$truck loopsound opeltruck_snd_run


You'll need a short wait between the two lines, so they don't start playing at the same time.

Posted: Thu Aug 03, 2006 4:28 pm
by Firefox
That didnt work all though I know it should, Im really working on the Dorf2 map, I put the truck ride in the same map, execpt I can't get the sounds in the truck ride to work, heres what I have

Code: Select all

truck_enter: 
	$fluchtlkw_trigger waittill trigger
	level.intruck = 1
	iprintln "10"	
	wait 2
	iprintln "8"
	wait 2
	iprintln "6"
	wait 2
	iprintln "4"
	wait 2
	iprintln "2"
	wait 2
	iprintln "0"
	$truckhatch speed 10
	$truckhatch moveDown 76
	$truckhatch waitmove
	$faketruck_collision notsolid 
	wait 1 
	
	$faketruck_model playsound "opeltruck_snd_start"
	thread intro_truck_jitter 
	wait 1
	$faketruck_model followpath $faketruck_entrypath 
	$faketruck_model waitmove 
	$faketruck_model loopsound "opeltruck_snd_run"
	$faketruck_collision solid 
	level.intruck = 0 
	wait .5 
	$faketruck_model stoploopsound 
	wait 3 
	$faketruck_model playsound m4l3_truck1 
	$faketruck_model followpath $truck_wayback 
	$faketruck_model waitmove 
	$faketruck_model loopsound m4l2_truckidle 
	wait .5 
	$faketruck_model stoploopsound
	$truckhatch moveUp 76
	$truckhatch waitmove
goto truck_enter	 
end 
all credit due to Wacko will be given

truck

Posted: Thu Aug 03, 2006 8:22 pm
by tltrude
No quotation marks for sound aliasnames. To get sounds to work, you'll need a sound workaround. Which workaround you use, depends on what game its for. Here is one workaround.

Code: Select all

local.master = spawn ScriptMaster
local.master aliascache opeltruck_snd_idle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 300 7000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_run sound/vehicle/veh_truck_move.wav soundparms 1.2 0.0 1.0 0.0 600 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revup sound/vehicle/veh_truck_revup.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revdown sound/vehicle/veh_truck_revdown.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift1 sound/vehicle/veh_truck_shiftin.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift2 sound/vehicle/veh_truck_shiftout.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_on sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_start sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_off sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_stop sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "

Posted: Thu Aug 03, 2006 11:46 pm
by Firefox
thanks, I have never heard anything about a sound workaround, so where in my script (or do I create a new file?) do I put it?

game

Posted: Fri Aug 04, 2006 3:30 am
by tltrude
I need more info about dorf2. What game is it for? Is it single or multiplayer?

For Mohaa multiplayer, put those lines just below the "setcvar" lines.

Posted: Fri Aug 04, 2006 12:28 pm
by Firefox
Dorf 2 is a MOHAA multiplayer map. It consists of and axis base and an allied truck drop. In the middle of them both is a small town. It was created by Wacko, and I edited alot to make it a working map. And thanks

Posted: Fri Aug 04, 2006 12:51 pm
by Firefox
ok, im sad... heres the whole script can anyone tell me what I did wrong?(the sounds still don't work)

Code: Select all

// Dorf 2
// ARCHITECTURE: Wacko, <->WHC<->_Foxtrot
// SCRIPTING: <->WHC<->_Foxtrot, Wacko
// SCRIPTING HELP: tltrude,

main: 

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Dorf 2"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mohdm6"
	
	exec global/ai.scr 
	
	local.master = spawn ScriptMaster
local.master aliascache opeltruck_snd_idle sound/vehicle/veh_truck_idle.wav soundparms 0.7 0.0 1.0 0.0 300 7000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_run sound/vehicle/veh_truck_move.wav soundparms 1.2 0.0 1.0 0.0 600 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revup sound/vehicle/veh_truck_revup.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_revdown sound/vehicle/veh_truck_revdown.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift1 sound/vehicle/veh_truck_shiftin.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_shift2 sound/vehicle/veh_truck_shiftout.wav soundparms 1.0 0.0 1.0 0.0 200 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_on sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_start sound/vehicle/veh_truck_on.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_off sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 "
local.master aliascache opeltruck_snd_stop sound/vehicle/veh_truck_off.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 " 
local.master aliascache mec_snd_gate sound/mechanics/mec_elevatorgate_03.wav soundparms 1.0 0.0 1.0 0.0 100 4000 auto loaded maps "dorf2 " 

	level waittill prespawn 

	level.script = maps/dm/truckride.scr 
	exec global/forceanim.scr 

	thread truck_prep

	level waittill spawn 

	thread truck_enter 
end 
//***************************************************************

truck_prep:
	$faketruck_collision solid 
	$faketruck_model anim idlelights 
	$faketruck_collision bind $faketruck_model		// Bind the getawaytruck bed collision to the fake truck 
	$faketruck_playerspot_1 bind $faketruck_model 
	$faketruck_playerspot_2 bind $faketruck_model 
	$faketruck_playerspot_3 bind $faketruck_model 
	$faketruck_playerspot_4 bind $faketruck_model 
	$faketruck_playerspot_5 bind $faketruck_model 
	$faketruck_playerspot_6 bind $faketruck_model 
	$faketruck_playerspot_7 bind $faketruck_model 
	$faketruck_playerspot_8 bind $faketruck_model 
	$fluchtlkw_fahrer exec global/disable_ai.scr	// Disable getaway driver AI 
	$fluchtlkw_fahrer notsolid						// Make getaway driver nonsolid 
	$fluchtlkw_fahrer rendereffects "-shadow"		// No shadow 
	$fluchtlkw_fahrer anim_scripted opel_driver		// Play driver animation 
	$fluchtlkw_fahrer bind $faketruck_model 
	$fluchtlkw_fahrer show 
	level.truckspot = 8 
end
//***************************************************************
truck_enter: 
	$fluchtlkw_trigger waittill trigger
	level.intruck = 1
	iprintln "10"	
	wait 2
	iprintln "8"
	wait 2
	iprintln "6"
	wait 2
	iprintln "4"
	wait 2
	iprintln "2"
	wait 2
	iprintln "0"
	$truckhatch playsound mec_snd_gate
	$truckhatch speed 10
	$truckhatch moveDown 76
	$truckhatch waitmove
	$faketruck_collision notsolid 
	wait 1 
	
	thread intro_truck_jitter 
	$faketruck_model playsound opeltruck_snd_start
	wait 1
	$faketruck_model followpath $faketruck_entrypath 
	$faketruck_model waitmove 
	$faketruck_model loopsound opeltruck_snd_run
	$faketruck_collision solid 
	level.intruck = 0 
	wait .5 
	$faketruck_model stoploopsound 
	wait 3 
	$faketruck_model playsound opeltruck_snd_revup
	$faketruck_model followpath $truck_wayback 
	$faketruck_model waitmove 
	$faketruck_model loopsound opeltruck_snd_idle 
	wait .5 
	$faketruck_model stoploopsound
	$truckhatch moveUp 76
	$truckhatch waitmove
goto truck_enter	 
end 
//************************************************************
truck_glue: 
	local.player = parm.other 
	local.player glue $("faketruck_playerspot_" + level.truckspot) 
	wait .5
	level.truckspot-- 
	local.player forcelegsstate CROUCH_IDLE 
	local.player physics_off 
while(level.intruck == 1) 
waitframe 
	local.player physics_on 
	local.player unglue 
	level.truckspot++ 
end
//************************************************************* 
//  shaking the players view while riding the truck 
intro_truck_jitter: 

while (level.intruck == 1) 
{ 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr .3 .1 0 0 
  } 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr 3 .05 0 0 
  } 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr .5 .15 0 0 
  } 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr 1.5 .05 0 0 
  } 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr .2 .2 0 0 
  } 
  if (level.intruck == 1) 
  { 
waitexec global/earthquake.scr 3 .05 0 0 
  } 
} 
end