AA Gun sound
Moderator: Moderators
AA Gun sound
OK I've got an AA Gun in my DM map, but it has no sound because the aliascache doesn't have the sounds in it. So how exactly do I fix this??
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
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omniscient
- Major General
- Posts: 694
- Joined: Tue Sep 16, 2003 12:02 am
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
If its anything like AA then this is it(replace the Flak88 sound with the sound you like):
... thats one spawn line and 4 rows with aliascache commands if the linebreaks are causing you trouble...
Code: Select all
local.master= spawn ScriptMaster
local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "obj dm"
local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "obj dm"
local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "obj dm"
local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "obj dm"OK right now I'm trying to solve the shuttersound since I only need two sounds, shuttersweak_0 and shutterhit_0
heres my script:
Is that right, because its not working...
heres my script:
Code: Select all
main:
local.master= spawn ScriptMaster
local.master aliascache shuttersqueak_0
sound/mechanics/Mec_ShutterSqueak_01.wav soundparms 0.5 0.2 0.8 0.4
250 2500 auto loaded maps "dm obj"
local.master aliascache shutterhit_0
sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250
2500 auto loaded maps "dm obj"
level waittill prespawn-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Looks OK ecept for a lot of defact line breaks...
If SHOULD be:
... so a line with spawn ScriptMaster, and only 2 lines with an aliascashe on each. But maby thats what you did, and the forum just messed up your lines?
If SHOULD be:
Code: Select all
main:
local.master= spawn ScriptMaster
local.master aliascache shuttersqueak_0 <all_the_shit> "dm obj"
local.master aliascache shutterhit_0 <all_the_shit> "dm obj"
level waittill prespawnTHanks Bjarne!, that was part of the problem...
But I've got it to work by editing the ubersound.scr to include the shutter sounds, Then I'll package the ubersound.scr in a seperate pk3 and in the main readme add something like this:
WARNING: You will overwrite your ubersound.scr by coping the ubersound.pk3 into the mainta folder, this will not be a problem unless you have made your own changes to your current copy of ubersound.scr. If you have made your own changes insert these lines into your ubersound.scr:
//Battle of Cote 'd Azur aliases
//shutters
aliascache shuttersqueak_01 sound/mechanics/Mec_ShutterSqueak_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm"
aliascache shuttersqueak_02 sound/mechanics/Mec_ShutterSqueak_02.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m2l2a m5 dm "
aliascache shuttersqueak_03 sound/mechanics/Mec_ShutterSqueak_03.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm "
aliascache shuttersqueak_04 sound/mechanics/Mec_ShutterSqueak_04.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm"
aliascache shuttersqueak_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_01 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_02 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_03 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_06 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_07 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_08 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_09 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_10 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_04 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
<aa stuff>
NOTE: Make sure there are no line breaks between the aliascache ... dm" otherwise it will not work!
But I've got it to work by editing the ubersound.scr to include the shutter sounds, Then I'll package the ubersound.scr in a seperate pk3 and in the main readme add something like this:
WARNING: You will overwrite your ubersound.scr by coping the ubersound.pk3 into the mainta folder, this will not be a problem unless you have made your own changes to your current copy of ubersound.scr. If you have made your own changes insert these lines into your ubersound.scr:
//Battle of Cote 'd Azur aliases
//shutters
aliascache shuttersqueak_01 sound/mechanics/Mec_ShutterSqueak_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm"
aliascache shuttersqueak_02 sound/mechanics/Mec_ShutterSqueak_02.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m2l2a m5 dm "
aliascache shuttersqueak_03 sound/mechanics/Mec_ShutterSqueak_03.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm "
aliascache shuttersqueak_04 sound/mechanics/Mec_ShutterSqueak_04.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps
"m1l1 m5 dm"
aliascache shuttersqueak_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_01 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_02 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_03 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_06 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_07 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_08 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 item loaded maps "m1l1 m5
dm"
aliascache shutterhit_09 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_10 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_04 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
aliascache shutterhit_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 item loaded maps "m1l1 m5 dm"
<aa stuff>
NOTE: Make sure there are no line breaks between the aliascache ... dm" otherwise it will not work!
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Right but I read here that it doesn't work for SH posted by jv himself. (the one that has everything highlighted) It's like the 11th one. Unless he found another way...If so that would be great
Ok here is my scritp: (I took word wrap off so its easy to tell if there are line breaks)
Well I guess I ddin't need all that, but in case there is a problem somewhere else...
Ok here is my scritp: (I took word wrap off so its easy to tell if there are line breaks)
Code: Select all
main:
exec global/exploder.scr
local.master= spawn ScriptMaster
aliascache shuttersqueak_01 sound/mechanics/Mec_ShutterSqueak_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "1l1 m5 dm"
aliascache shuttersqueak_02 sound/mechanics/Mec_ShutterSqueak_02.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m2l2a m5 dm "
aliascache shuttersqueak_03 sound/mechanics/Mec_ShutterSqueak_03.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm "
aliascache shuttersqueak_04 sound/mechanics/Mec_ShutterSqueak_04.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shuttersqueak_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_0 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_02 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_03 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_06 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_07 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_08 sound/mechanics/Mec_ShutterHit_01.wav soundparms 0.5 0.2 0.8 0.4 250 2500 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_09 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_10 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_04 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 auto loaded maps "m1l1 m5 dm"
aliascache shutterhit_05 sound/null.wav soundparms 0.5 0.2 0.8 0.4 100 1000 auto loaded maps "m1l1 m5 dm"
level waittill prespawn
exec global/ambient.scr t3l1
exec global/weather.scr
exec global/shutter.scr
level waittill spawn
level.flaks = 1
flaks:
{
//axis flak
if (level.flaks == 1)
{
wait 12.5
local.target = $axisflaktarget1
$axisflak setaimtarget local.target
$axisflak anim fire_scripted
wait 5
$axisflak anim idle
waitthread axisflaktarget1
axisflaktarget1:
local.target = $axisflaktarget1
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//allied flak 1
wait 12.5
$alliedflak setaimtarget local.target
$alliedflak anim fire_scripted
wait 5
$alliedflak anim idle
waitthread alliedflaktarget1
alliedflaktarget1:
local.target = $alliedflaktarget1
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//axis flak 2
wait 12.5
$axisflak2 setaimtarget local.target
$axisflak2 anim fire_scripted
wait 5
$axisflak2 anim idle
waitthread axisflaktarget2
axisflaktarget2:
local.target = $axisflaktarget2
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//allied flak 2
wait 12.5
$alliedflak2 setaimtarget local.target
$alliedflak2 anim fire_scripted
wait 5
$alliedflak2 anim idle
waitthread alliedflaktarget2
alliedflaktarget2:
local.target = $alliedflaktarget2
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//axis flak 3
wait 12.5
local.target = $axisflaktarget3
$axisflak3 setaimtarget local.target
$axisflak3 anim fire_scripted
wait 5
$axisflak3 anim idle
waitthread axisflaktarget3
axisflaktarget3:
local.target = $axisflaktarget3
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//allied flak 3
wait 12.5
$alliedflak3 setaimtarget local.target
$alliedflak3 anim fire_scripted
wait 5
$alliedflak3 anim idle
waitthread alliedflaktarget3
alliedflaktarget3:
local.target = $alliedflaktarget3
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//axis flak 4
wait 12.5
local.target = $axisflaktarget4
$axisflak4 setaimtarget local.target
$axisflak4 anim fire_scripted
wait 5
$axisflak4 anim idle
waitthread axisflaktarget4
axisflaktarget4:
local.target = $axisflaktarget4
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//allied flak 4
wait 12.5
$alliedflak4 setaimtarget local.target
$alliedflak4 anim fire_scripted
wait 5
$alliedflak4 anim idle
waitthread alliedflaktarget4
alliedflaktarget4:
local.target = $alliedflaktarget4
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//axis flak 5
wait 12.5
local.target = $axisflaktarget5
$axisflak5 setaimtarget local.target
$axisflak5 anim fire_scripted
wait 5
$axisflak5 anim idle
waitthread axisflaktarget5
axisflaktarget5:
local.target = $axisflaktarget5
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
//allied flak 5
wait 12.5
$alliedflak5 setaimtarget local.target
$alliedflak5 anim fire_scripted
wait 5
$alliedflak5 anim idle
waitthread alliedflaktarget5
alliedflaktarget5:
local.target = $alliedflaktarget5
local.Exp1 = spawn "fx/scriptbazookaexplosion.tik"
local.Exp2 = spawn "animate/fx_mortar_dirt.tik"
local.Exp3 = spawn "animate/fx_mortar_higgins.tik"
exec global/earthquake.scr .23 2 0 0
local.Exp1.origin = local.target
local.Exp1 anim start
local.Exp2.origin = local.target
local.Exp2 anim start
local.Exp3.origin = local.target
local.Exp3 anim start
wait 1
local.Exp1 remove
local.Exp2 remove
local.Exp3 remove
}
else
{
goto flaks
}
goto flaks
}

