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Thread: waterfall sound

  1. #1
    Mapper rgscriven is on a distinguished road rgscriven's Avatar
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    Smile waterfall sound

    hey guys i have alittle issue which is making me pull my hair out, not saying which hair but anyway.

    So this is my issue, i know how to make a script_struct for the fire sound which is

    classname script_struct
    script_label looper
    script_sound fire_manager_1
    targetname fire_manager_1


    now for a waterfall sound to work im stuck and i dont no what too do as this is the last sound for my map.
    all fx are working just the waterfall sound is not ,also im not sure if you need to use a line emitter .
    so could someone please help me with this issue. Cheers R.G


  2. #2
    Mapper privateparts is on a distinguished road privateparts's Avatar
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    here is the sripti use for structs

    #include common_scripts\utility;
    #include maps\mp\_utility;

    // This script automaticly plays a users specified oneshot effect on all prefabs that have the
    // specified "script_struct" and "targetname" It also excepts angles from the "script_struct"
    // but will set a default angle of (0, 0, 0 ) if none is defined.
    //
    // example of the syntax:
    // global_FX( "targetname", "fxIDname", "fxFile", "delay"

    main()
    {

    randomStartDelay = randomfloatrange( -20, -15);



    global_FX( "smoke1", "smoke1", "misc/smoke", randomStartDelay );



    }

    global_FX( targetname, fxName, fxFile, delay, soundalias )
    {
    // script_structs
    ents = getstructarray(targetname,"targetname");
    if ( !isdefined( ents ) )
    return;
    if ( ents.size <= 0 )
    return;

    for ( i = 0 ; i < ents.size ; i++ )
    ents[i] global_FX_create( fxName, fxFile, delay, soundalias );
    }

    global_FX_create( fxName, fxFile, delay, soundalias ){
    if ( !isdefined( level._effect ) )
    level._effect = [];
    if ( !isdefined( level._effect[ fxName ] ) )
    level._effect[ fxName ] = loadfx( fxFile );

    // default effect angles if they dont exist
    if ( !isdefined( self.angles ) )
    self.angles = ( 270, 90, 90 );

    ent = createOneshotEffect( fxName );
    ent.v[ "origin" ] = ( self.origin );
    ent.v[ "angles" ] = ( self.angles );
    ent.v[ "fxid" ] = fxName;
    ent.v[ "delay" ] = delay;
    if ( isdefined( soundalias ) )
    {
    ent.v[ "soundalias" ] = soundalias;
    }
    }
    then for the sound i use a positional script which requires only the location in the map as reference this is wriiten as a mp_mapname_sound.gsc
    main()
    {
    precacheFX();
    ambientFX();

    }

    precacheFX()
    {

    }

    ambientFX()
    {

    // custom sounds
    maps\mp\_fx::loopSound("war", (2150, 743.5, 0), 1);




    }

    then the csv looks like this line in the bottom of the csv file

    wave,1,level/wave.wav,0.85,0.99,element,0.8,1.1,1000,,element,, ,,0.1,mp_omaha_beach,,,,,250,,,0.4,,,,,

    where it says level.wave.wav thats the location in the raw sound folder of the sound file. hope this helps if not ill try to give you my files my email eveangelariley@hotmail.com.

    also the update zonefile csv in compiler assets is this e.g change the names according to what you have

    rawfile,maps/mp/mp_wave.gsc
    rawfile,maps/mp/mp_omaha_beach_sound.gsc
    sound,mp_omaha_beach,,all_mp
    rawfile,soundaliases/mp_omaha_beach.csv
    rawfile,soundaliases/multiplayer.csv
    sound,mp_omaha_beach,mp_omaha_beach,!all_mp

    dont forget to write in the main gsc maps\mp\mp_omaha_beach_sound::main();
    Last edited by privateparts; April 23rd, 2015 at 07:54.

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