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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