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Sound-compatiblity between MOH and SH

Posted: Wed Oct 01, 2003 12:14 pm
by zoidberg
maybe its a scripting problem, but who knows:

i added some speakers with custom and stock sounds to my map. all working fine in MOH, but if i strt the map in spearhead, most sounds are missing, except two customsounds and the (stock) main-atmo.

sounds are defined in the main script with aliascache:

local.master=spawn master

eg: local.master aliascache "xxx" path variables etc....

speakers are randomspeakers and "script_objects" with dummy-model and targetname

where ist the problem with sound in SH or is there a way doing sound in another way.

thx,

dr.zoidberg

Posted: Thu Oct 02, 2003 10:03 am
by bdbodger
It is the difference between mohaa and spearhead just put your aliases into a .scr file no spawn scriptmaster stuff and put that file in the ubersounds directory in mainta . Name the file what you want but put it there .

Doesn't the random speaker just make random german dialog taunts ?

Posted: Thu Oct 02, 2003 5:58 pm
by zoidberg
bdbodger wrote: Doesn't the random speaker just make random german dialog taunts ?
no, u can attach any sound defined via aliascache to the randomspeaker entity. no targetname required, just use the entity menui in radiant...

:wink:

i try the mainta stuff, but would be hard to include that into one pk3 file.....

:roll:

zoid