why no level music??

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Gold
First Lieutenant
Posts: 176
Joined: Sun Sep 28, 2003 8:10 pm

why no level music??

Post by Gold »

could anyone please tell me why the level music doesnt seem to work in this spearhead script?? if i use the stock script that looks very similiar to this one the level music plays just fine



main:
level.script = maps/dm/mp_bahnhof_dm.scr
level.music = mp_bahnhof_dm

thread prep_for_handles
thread prep_for_electro_field

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Bahnhof"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" "All weapons modded."
setcvar "g_obj_axistext1" "Accuracy means everything."
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" "mods by bluebrooks"

setcvar "g_scoreboardpic" "mp_bahnhof_dm"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waitTill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/door_locked.scr::lock
exec global/ambient.scr
level waittill spawn

// added proper farplane_color
// $world farplane_color ( ( 210.0 / 255.0 ) ( 204.0 / 255.0 ) ( 218.0 / 255.0 ) )
// $world farplane_cull 1

//brooks
thread hello
thread welcome
thread location // will give coordinates of player 1 if turned on

thread werfer
thread xtras
thread plane

end

//-----------------------------------------------------------------------------

werfer:

// nebel 1
spawn statweapons/P_nebelwerfer.tik "targetname" "nebel" "classname" "turretweapon_german_nebelwerfer-w"
$nebel.angles = (0 228 0)
$nebel.launchsound = nebelwerfer_launch
$nebel.origin = ( -537 5320 -447)
$nebel nodamage
spawn script_object "targetname" "nebelwerfer" "classname" "ProjectileGenerator_Heavy"
$nebelwerfer.angles = (0 228 0)
$nebelwerfer.launchsound = nebelwerfer_launch
$nebelwerfer.projectile = projectile/nebelwerferproj.tik
$nebelwerfer.spawnflags = 128
$nebelwerfer nodamage

$nebel immune bullet
$nebel immune fast_bullet
$nebel immune bash
$nebel.collisionent = $nebelwerfer_collision
$nebel_turret0.collisionent = $nebelwerfer_turret_collision
$nebel_turret0 immune bullet
$nebel_turret0 immune fast_bullet
$nebel_turret0 immune bash
$nebel_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel $nebelwerfer

$nebel_turret0 maxyawoffset 115.0
$nebel_turret0 turnspeed 45
$nebel_turret0 pitchspeed 45
$nebel_turret0 pitchcaps "-50 50 -50" //"-50 -50 50"stuck high//"-50 10 -50"high no low//"50 10 50"half high//"-50 10 50"high but not low//"-0 10 0"nothing//changed"-50 10 0"
$nebel_turret0 viewjitter 1
$nebel_turret0 firedelay 1.5 // changed 0.08

// nebel 2
spawn statweapons/P_nebelwerfer.tik "targetname" "nebel2" "classname" "turretweapon_german_nebelwerfer-w"
$nebel2.angles = (0 82 0)
$nebel2.launchsound = nebelwerfer_launch
$nebel2.origin = ( -3549 2901 -455)
$nebel2 nodamage
spawn script_object "targetname" "nebelwerfer2" "classname" "ProjectileGenerator_Heavy"
$nebelwerfer2.angles = (0 82 0)
$nebelwerfer2.launchsound = nebelwerfer_launch
$nebelwerfer2.projectile = projectile/nebelwerferproj.tik
$nebelwerfer2.spawnflags = 128
$nebelwerfer2 nodamage

$nebel2 immune bullet
$nebel2 immune fast_bullet
$nebel2 immune bash
$nebel2.collisionent = $nebelwerfer_collision
$nebel2_turret0.collisionent = $nebelwerfer2_turret_collision
$nebel2_turret0 immune bullet
$nebel2_turret0 immune fast_bullet
$nebel2_turret0 immune bash
$nebel2_turret0 thread global/turret.scr::playerturret_proj_think_aim $nebel $nebelwerfer2

$nebel2_turret0 maxyawoffset 115.0
$nebel2_turret0 turnspeed 45
$nebel2_turret0 pitchspeed 45
$nebel2_turret0 pitchcaps "-50 50 -50" //"-50 -50 50"stuck high//"-50 10 -50"high no low//"50 10 50"half high//"-50 10 50"high but not low//"-0 10 0"nothing//changed"-50 10 0"
$nebel2_turret0 viewjitter 1
$nebel2_turret0 firedelay 1.5 // changed 0.08

end

//-----------------------------------------------------------------------------

plane:

// Plane 1
spawn script_object "targetname" "pl1" "classname" "info_splinepath"
$pl1.origin = ( -3377 1 574)
$pl1.angles = ( 25 90 0)
$pl1.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "pl2" "classname" "info_splinepath"
$pl2.origin = ( -3431 1629 -59)
$pl2.angles = ( 0 88 0)
$pl2.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "pl3" "classname" "info_splinepath"
$pl3.origin = ( -3412 2965 -59)
$pl3.angles = ( 0 90 0)
$pl3.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "pl4" "classname" "info_splinepath"
$pl4.origin = ( -3425 4165 -59)
$pl4.angles = ( -15 91 -5)
$pl4.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "pl5" "classname" "info_splinepath"
$pl5.origin = ( -3541 5178 228)
$pl5.angles = ( -30 115 -40)
$pl5.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "pl6" "classname" "info_splinepath"
$pl6.origin = ( -4737 7280 1000)
$pl6.angles = ( -45 125 -30)
$pl6.model = "vehicles/fockwulffly.tik"

spawn script_object "targetname" "bomberpath" "classname" "info_splinepath" "target" $pl1 "origin" "-3356 -1086 998" "angles" "20 90 0" "model" "vehicles/fockwulffly.tik" "$mdl" "vehicles/fockwulffly.tik" "#set" "1" "speed" ".8"
$bomberpath.sound = "stuka_by3"

// Plane 2
spawn script_object "targetname" "p21" "classname" "info_splinepath"
$p21.origin = ( -573 5189 236)
$p21.angles = ( 15 193 -5)
$p21.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p22" "classname" "info_splinepath"
$p22.origin = ( -1816 4951 -15)
$p22.angles = ( 0 215 -45)
$p22.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p23" "classname" "info_splinepath"
$p23.origin = ( -2378 4358 -15)
$p23.angles = ( 0 267 -80)
$p23.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p24" "classname" "info_splinepath"
$p24.origin = ( -2419 3191 -15)
$p24.angles = ( 0 289 -80)
$p24.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p25" "classname" "info_splinepath"
$p25.origin = ( -1975 2650 -102)
$p25.angles = ( 0 317 -40)
$p25.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p26" "classname" "info_splinepath"
$p26.origin = ( -1402 2147 -102)
$p26.angles = ( -10 316 0)
$p26.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "p27" "classname" "info_splinepath"
$p27.origin = ( 839 -241 915)
$p27.angles = ( -40 315 0)
$p27.model = "vehicles/p47fly.tik"

spawn script_object "targetname" "bomberpath" "classname" "info_splinepath" "target" $p21 "origin" "3300 6094 1800" "angles" "20 192 0" "model" "vehicles/p47fly.tik" "$mdl" "vehicles/p47fly.tik" "#set" "2" "speed" ".8"
$bomberpath.sound = "stuka_by2"

// Speaker
spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" $pl3.origin "#set" "1"

spawn script_object "targetname" "bomberspeaker" "classname" "sound_speaker" "origin" $p23.origin "#set" "2"

// Plane 1 Bomb 1
spawn script_origin "targetname" "bo111" "classname" "info_splinepath"
$bo111.origin = $pl1.origin + ( 0 600 -300)
$bo111.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo112" "classname" "info_splinepath"
$bo112.origin = $bo111.origin + ( 0 450 -724)
$bo112.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl1.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo111

$bo111.target = $bo112

// Plane 1 Bomb 2
spawn script_origin "targetname" "bo121" "classname" "info_splinepath"
$bo121.origin = $pl2.origin + ( 0 300 -300)
$bo121.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo122" "classname" "info_splinepath"
$bo122.origin = $bo121.origin + ( 0 150 -91)
$bo122.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl2.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo121

$bo121.target = $bo122

// Plane 1 Bomb 3
spawn script_origin "targetname" "bo131" "classname" "info_splinepath"
$bo131.origin = $pl3.origin + ( 0 300 -300)
$bo131.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo132" "classname" "info_splinepath"
$bo132.origin = $bo131.origin + ( 0 150 -91)
$bo132.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl3.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo131

$bo131.target = $bo132

// Plane 1 Bomb 4
spawn script_origin "targetname" "bo141" "classname" "info_splinepath"
$bo141.origin = $pl4.origin + ( 0 300 -300)
$bo141.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo142" "classname" "info_splinepath"
$bo142.origin = $bo141.origin + ( 0 150 -91)
$bo142.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $pl4.origin "#set" "1" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo141

$bo141.target = $bo142

// Plane 2 Bomb 1
spawn script_origin "targetname" "bo211" "classname" "info_splinepath"
$bo211.origin = ( -788 5212 -78)
$bo211.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo212" "classname" "info_splinepath"
$bo212.origin = ( -913 5205 -378)
$bo212.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $p21.origin "#set" "2" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo211

$bo211.target = $bo212

// Plane 2 Bomb 2
spawn script_origin "targetname" "bo221" "classname" "info_splinepath"
$bo221.origin = ( -1746 4987 -179)
$bo221.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo222" "classname" "info_splinepath"
$bo222.origin = ( -1895 4786 -393)
$bo222.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $p22.origin "#set" "2" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo221

$bo221.target = $bo222

// Plane 2 Bomb 3
spawn script_origin "targetname" "bo231" "classname" "info_splinepath"
$bo231.origin = ( -2564 4523 -227)
$bo231.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo232" "classname" "info_splinepath"
$bo232.origin = ( -2777 4472 -426)
$bo232.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $p23.origin "#set" "2" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo231

$bo231.target = $bo232

// Plane 2 Bomb 4
spawn script_origin "targetname" "bo241" "classname" "info_splinepath"
$bo241.origin = ( -1911 2435 -268)
$bo241.model = "ammo/us_bomb.tik"

spawn script_origin "targetname" "bo242" "classname" "info_splinepath"
$bo242.origin = ( -1894 2310 -410)
$bo242.model = "ammo/us_bomb.tik"

spawn script_object "targetname" "bomber" "classname" "info_splinepath" "origin" $p25.origin "#set" "2" "model" "ammo/us_bomb.tik" "mdl" "ammo/us_bomb.tik" "target" $bo241

$bo241.target = $bo242

// connect up plane path
$pl1.target = $pl2
$pl2.target = $pl3
$pl3.target = $pl4
$pl4.target = $pl5
$pl5.target = $pl6

$p21.target = $p22
$p22.target = $p23
$p23.target = $p24
$p24.target = $p25
$p25.target = $p26
$p26.target = $p27

exec global/bomber.scr

thread plane1go
thread plane2go

end

//-----------------------------------------------------------------------------

plane1go:
plane1agn:
local.planewait = randomint(210) + 90
wait local.planewait
iprintlnbold "Folckwulf approaching!!!"
wait 10
thread global/bomber.scr::bomb 1
goto plane1agn
end

//-----------------------------------------------------------------------------

plane2go:
plane2agn:
local.planewait = randomint(210) + 90
wait local.planewait
iprintlnbold "P47 approaching!!!"
wait 10
thread global/bomber.scr::bomb 2
goto plane2agn
end

//-----------------------------------------------------------------------------

xtras:
spawn weapons/springfield "targetname" "xtra1"
$xtra1.origin = ( -1254 2709 -400)
$xtra1.angles = (0 270 0)

spawn weapons/colt45 "targetname" "xtra2"
$xtra2.origin = ( -3754 3760 -425)
$xtra2.angles = (0 270 0)

spawn weapons/sten "targetname" "xtra3"
$xtra3.origin = ( -1041 4648 -420)
$xtra3.angles = (0 270 0)

spawn weapons/m1_garand "targetname" "xtra3"
$xtra3.origin = ( -3466 1680 -425)
$xtra3.angles = (0 270 0)
end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waitTill prespawn

level waittill spawn
// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
// level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end






//*>> For Electro Death Wires added by Vex 7/24/02
//*>> Prep for handles

prep_for_handles:

$electro_handle_1 bind $electro_handle_1_origin
$electro_handle_2 bind $electro_handle_2_origin
wait .2
end

prep_for_electro_field:
$electro_field nottriggerable
end

electro_handle_1:
if ( level.doing_electro1==1 )
end
level.doing_electro1 = 1

$electro_handle_1 notsolid

$electro_field triggerable
trigger $electro_field
$electro_handle_1_origin speed 1.0
$electro_handle_1_origin rotatexdownto 90
$electro_handle_1_origin playsound electricalswitch_down
$electro_handle_1_origin waitmove
wait 6
$electro_handle_1_origin rotatexupto 0
$electro_handle_1_origin playsound electricalswitch_up
$electro_handle_1_origin waitmove
wait .2
waitthread prep_for_electro_field
// pause
level.doing_electro1 = 0
end

electro_handle_2:
if ( level.doing_electro2==1 )
end
level.doing_electro2 = 1

$electro_handle_2 notsolid

$electro_field triggerable
$electro_handle_2_origin speed 1.0
$electro_handle_2_origin rotatexdownto -90
$electro_handle_1_origin playsound electricalswitch_down
$electro_handle_2_origin waitmove
wait 6
$electro_handle_2_origin rotatexupto 0
$electro_handle_1_origin playsound electricalswitch_up
$electro_handle_2_origin waitmove
wait .2
waitthread prep_for_electro_field
level.doing_electro2 = 0

end

//-----------------------------------------------------------------------------

location:
println $player[1].origin
println $player[1].angles
wait 5
goto location
end

//-----------------------------------------------------------------------------

hello:
wait 30
iprintlnbold "Welcome to a true battle server. ALL weapons are modded.
iprintlnbold "Fast fire, more accuracy, less recoil, and larger clips on most guns."
end

//-----------------------------------------------------------------------------

welcome:
wait 60
iprintlnbold "Double-click scopes on rifles and mp44. Scopes on rockets and snipers."
wait 60
iprintlnbold "Shotgun is double distance"
wait 60
iprintlnbold "Rockets are semi-auto"
wait 60
iprintlnbold "Some rifles are semi-auto when running"
wait 60
iprintlnbold "Axis handguns can bash from a distance, and allied handguns are very accurate"
wait 60
iprintlnbold "Machine guns work better in short bursts"
goto welcome
end
User avatar
Gold
First Lieutenant
Posts: 176
Joined: Sun Sep 28, 2003 8:10 pm

why no level music??

Post by Gold »

nevermind i figured it out ,,,now i feel somewhat dumb lol
Gold<<mohha freak
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