Ambientsound problem

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
Curgny
Corporal
Posts: 30
Joined: Mon Jul 21, 2003 9:12 am

Ambientsound problem

Post by Curgny »

Lol, I got trouble again. I'm doing a map, where allies attack axis military facility. The problem is, I wan't to add those 2 sounds. My current code is

Code: Select all

level waittill spawn

wait 2

for(local.playernum = 1; local.playernum <= $player.size; local.playernum++)
{
$player[local.playernum] stufftext "tmstartloop sound/mechanics/Mec_Alarm_10.wav"
}

end
Now what I want is that sound/dialogue/m2l2/g/den_m2l2_258p.wav would start after the alarm and would start over and over with umm, 30 sec delay. I tried doing with thread but it didn't work :S

C.
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

erm, can't you jsut use m2l2's ambient sound exec?
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
Curgny
Corporal
Posts: 30
Joined: Mon Jul 21, 2003 9:12 am

Post by Curgny »

Umm, how? I can't script at all, I even used the .Map ambientsound tutorial :oops:
lizardkid
Windows Zealot
Posts: 3672
Joined: Fri Mar 19, 2004 7:16 pm
Location: Helena MT

Post by lizardkid »

well i haven't ever used it so i can't say that i know all it's sounds but do this. right after level waittill prespawn.


exec global/ambience.scr m2l2

:wink:
Moderator

۞
Abyssus pro sapientia
Olympus pro Ignarus
۞

AND STUFF™ © 2006
Curgny
Corporal
Posts: 30
Joined: Mon Jul 21, 2003 9:12 am

Post by Curgny »

Nop :S
At least it didn't work for me
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

try

Post by tltrude »

If you can add a script_origin named "test_speaker", this should work.

Code: Select all

main:

local.master = spawn ScriptMaster
local.master aliascache the_alarm sound/mechanics/Mec_Alarm_10.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 auto loaded maps "m moh dm obj "
local.master aliascache the_voice sound/dialogue/m2l2/g/den_m2l2_258p.wav soundparms 1.0 0.2 0.9 0.2 2000 9000 auto loaded maps "m moh dm obj "

	level waittill prespawn

	level waittill spawn

	thread start_sound

end

start_sound:

	wait 1
	$test_speaker playsound the_alarm
	wait 17
	$test_speaker playsound the_voice
	wait 19
	goto start_sound

end
Tom Trude,

Image
Post Reply