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AI german dog
Posted: Thu Mar 27, 2003 1:16 pm
by tuffstuff7
hi i was playing around with ther german dog in a map and a german guy i hear the german guy and if you get too close he will kill ya lol but the dog i do not hear him others do that are looking at it with me any idea'a why i cannot heat him?
Posted: Thu Mar 27, 2003 2:03 pm
by mohaa_rox
Did you put a "test_xxx"?
Posted: Thu Mar 27, 2003 2:50 pm
by jv_map
You want to heat your dog

Posted: Thu Mar 27, 2003 8:18 pm
by tuffstuff7
no lol i do not want to heat my dog lol biiiiiiiiig typo but i am not sure what u mean by test_xxx i have a odg in the map otheres hear it i do not i do hear the german guy though
Posted: Fri Mar 28, 2003 7:39 am
by tuffstuff7
well i ws told by someone to put everything in a pk3 do not run it off just the bsp inteh dm map folder that is why i could not hear it but i did that and removed the manp bsp etc form the dmfolder and i still do not hear it but yep i still hear teh german guy others still hear the dog lol heeeeeeelp lol
Posted: Fri Mar 28, 2003 1:36 pm
by bdbodger
if you are useing spearhead you can make a tik file and load your dogsounds with your map . Here is the tik
TIKI
setup
{
path models/fx/dummy
skelmodel dummy3.skd
}
init
{
server
{
classname ScriptModel
rendereffects +dontdraw
notsolid
}
client
{
settiki none
//==========================================================
// DOG SOUNDS- cleaned up and ready for MOHTA - 6/11/02 - JG
//==========================================================
aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 2000 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 2000 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 2000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 4000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 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 2000 voice loaded maps "t dm obj "
}
}
animations
{
idle dummy3.skc
}
open notepad or other text editor and paste this into it and save it . Call it dogsounds.tik or whatever . Put it in your pak in the models/sound directory . In your precache put cache models/sound/dogsounds.tik . Put your map into the dm or obj directory in the pak or add your map name to the list after the word map just remember that the directory name is part of the map name so if you put your map in a directory other than dm obj or one starting with t you need to add at least the first letter of the directory to the list .
Posted: Sat Mar 29, 2003 4:30 pm
by tuffstuff7
ty for the info bd but i am using mohaa but i have spearhead intstalled although i changed the name of the mainta file so as to not to read into it
its just odd even when i put it a pk3 i donot hear the dog sa a matter of fact now that i think about it idid bit him itin frag n rock btu others do

Posted: Sun Mar 30, 2003 3:17 am
by tuffstuff7
ok i found a tut map and here ,he says you may not hear the dog and here is how to fix
ABOUT SOUND:
Maybe you don't hear her barking.
That's cuz the barks in ubersound.scr were only for sp maps.
To fix, extract the ubersound.scr out off pak0, add
at all the aliases containing 'dog' this " <whatwasalreadythere> m dm moh obj"
Make a dir ubersound in your .pk3 and put the modded ubersound there.
To hear the sounds in this tut. Do the same but make TEMPORARELY a map ubersound in main
and add the file in so you get:
main/ubersound/ubersound.scr
Enjoy!
Vonderbakluft
now to fig this out lol has anyonedon this?
Posted: Sun Mar 30, 2003 3:20 pm
by bdbodger
not a good idea first the game reads pk3's alphabeticaly so even if you make a pk3 that starts with a letter after the letter p as in qak0.pk3 etc and you load someone elses map who has done the same as you which ubersound do you think will be the one the game uses and which one will the other map use . Wonder why the sounds in the other map don't work any more ?. You see it only uses one . but if you make a tik and load it with your map you will always get your sounds and you won't mess up any other maps . A lot of the sounds are enabled for maps in the dm obj dirctories .
aliascache dog_pant2 sound/characters/dog_pant_2.wav soundparms 0.6 0.2 0.8 0.3 320 2000 voice loaded maps "t dm obj "
You see the prefixes after the word map . This sound will work in maps with these prefixes . " t dm obj " . The directory name is part of the map name so a map called timber will work so will timber/mymap.bsp . Not all sounds will work some of the level sounds won't but you can put those sounds into a tik and load it with your map by cacheing it in your precache_mymap.scr and adding your map to the prefixes or at least the first letter of your map (includeing directory name).