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Forum: All Forums : Call of Duty 2
Category: CoD 2 Level Design
CoD 2 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Help
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Thursday, Apr. 12, 2007 05:15 pm
the csv located in the "sounds" folder of my IWD

Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance,,,,,,,,,,,,,,,,,,,,,,,
ambient_mp_msp4,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_msp4,,,,,,,,
barrel_explosion,,explosions/exp_armoredcar.wav,0.8,1,,,,50,7000,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_explosion_imminent,,misc/metal_stress01.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_fire,,fire/Fire_Sm_loop01.wav,0.01,1,,,,50,1500,auto,streamed,,,,mp_msp4,,,,,,,,
elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,


the gsc file located in the "maps/mp" folder of my IWD


Code:
main()
{
	maps\mp\barrels::barrelInit();
	maps\mp\_load::main();

	level thread weaponrespawner("weapons", 1);
	level.elevatorDown = true;
	level.elevatorMoving = false;
	thread elevator_start();

	ambientPlay("ambient_mp_msp4");
	
	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";

        setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".5");


}

	weaponrespawner(targetname, defaultrespawndelay)
{
	weapons = getentarray(targetname, "targetname");
	if(weapons.size > 0)
{
	for(i=0; i < weapons.size; i++) 
{
	if(!isdefined(weapons[i].script_timescale))
	weapons[i].script_timescale = defaultrespawndelay;

	weapons[i] thread 		
	weapon_think(weapons[i].script_timescale);
}
}
}

 

	weapon_think(delaytime)
{
	classname = self.classname;
	model = self.model;
	count = self.count;
	org = self.origin;
	angles = self.angles;
	targetname = self.targetname;
	self waittill("trigger");
	wait delaytime;
	weapon = spawn(classname, org);
	weapon.angles = angles;
	weapon.count = count;
	weapon setmodel(model); 
	weapon.script_timescale = delaytime;
	weapon.targetname = targetname;
	weapon thread weapon_think(delaytime);
}
	
	elevator_start()
{
	elevator = getentarray ("elevatorswitch","targetname");
	if ( isdefined(elevator) )
	for (i = 0; i < elevator.size; i++)
	elevator[i] thread elevator_think();
}

	elevator_think() 
{
	while (1) 
{
	self waittill ("trigger");
	if (!level.elevatorMoving)
	thread elevator_move();
}
}

	elevator_move() 
{
	elevatormodel = getent ("elevatormodel", "targetname");
	level.elevatorMoving = true;
	wait (1);
	if (level.elevatorDown) 
{
	elevatormodel playsound ("elevator1");
        wait (1);
	elevatormodel moveZ (1608,9,4,4);
	elevatormodel waittill ("movedone");
	level.elevatorDown = false;
}
	else 
{
	elevatormodel playsound ("elevator1");
	wait (1);
	elevatormodel moveZ (-1608,9,4,4);
	elevatormodel waittill ("movedone");
	level.elevatorDown = true;
}
	level.elevatorMoving = false;
}


Then I have my mono, 352kbps, 16bit, 22kHz, PCM wav in the "misc" folder of my IWD
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Thursday, Apr. 12, 2007 09:53 pm
I've tried a million variations... I just can't get away from this map... It's like an obsession... This is the last detail to work out... Let me repost what I have now for clarity

My map is called mp_msp4.iwd
in the .iwd I have 6 standard folders with these contents:
images/
loadscreen_mp_msp4.iwi (works)

maps/mp/
barrels.gsc (works)
mp_msp4.csv (works)
mp_msp4.d3dbsp (final compile complete and working)
mp_msp4.gsc *(works, except for elevator sound)

materials
loadscreen_mp_msp4 (works)

mp
mp_msp4.arena

sound/misc
elevator_msp4.wav *(not working in map)

soundaliases
mp_msp4.csv *(works except for elevator)

*mp_msp4.gsc

Code:
main()
{
	maps\mp\barrels::barrelInit();
	maps\mp\_load::main();

	level thread weaponrespawner("weapons", 1);
	level.elevatorDown = true;
	level.elevatorMoving = false;
	thread elevator_start();

	ambientPlay("ambient_mp_msp4");
	
	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";

        setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".5");


}

	weaponrespawner(targetname, defaultrespawndelay)
{
	weapons = getentarray(targetname, "targetname");
	if(weapons.size > 0)
{
	for(i=0; i < weapons.size; i++) 
{
	if(!isdefined(weapons[i].script_timescale))
	weapons[i].script_timescale = defaultrespawndelay;

	weapons[i] thread 		
	weapon_think(weapons[i].script_timescale);
}
}
}

 

	weapon_think(delaytime)
{
	classname = self.classname;
	model = self.model;
	count = self.count;
	org = self.origin;
	angles = self.angles;
	targetname = self.targetname;
	self waittill("trigger");
	wait delaytime;
	weapon = spawn(classname, org);
	weapon.angles = angles;
	weapon.count = count;
	weapon setmodel(model); 
	weapon.script_timescale = delaytime;
	weapon.targetname = targetname;
	weapon thread weapon_think(delaytime);
}
	
	elevator_start()
{
	elevator = getentarray ("elevatorswitch","targetname");
	if ( isdefined(elevator) )
	for (i = 0; i < elevator.size; i++)
	elevator[i] thread elevator_think();
}

	elevator_think() 
{
	while (1) 
{
	self waittill ("trigger");
	if (!level.elevatorMoving)
	thread elevator_move();
}
}

	elevator_move() 
{
	elevatormodel = getent ("elevatormodel", "targetname");
	level.elevatorMoving = true;
	wait (1);
	if (level.elevatorDown) 
{
	elevatormodel playsound ("elevator1");
        wait (1);
	elevatormodel moveZ (1608,13,3,9);
	elevatormodel waittill ("movedone");
	level.elevatorDown = false;
}
	else 
{
	elevatormodel playsound ("elevator1");
	wait (1);
	elevatormodel moveZ (-1608,13,3,9);
	elevatormodel waittill ("movedone");
	level.elevatorDown = true;
}
	level.elevatorMoving = false;
}


*elevator_msp4.wav
Click here to watch elevator-msp4

*mp_msp4.csv

Code:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance,,,,,,,,,,,,,,,,,,,,,,,
ambient_mp_msp4,,ambient/amb_russia01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_msp4,,,,,,,,
barrel_explosion,,explosions/exp_armoredcar.wav,0.8,1,,,,50,7000,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_explosion_imminent,,misc/metal_stress01.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,
barrel_fire,,fire/Fire_Sm_loop01.wav,0.01,1,,,,50,1500,auto,streamed,,,,mp_msp4,,,,,,,,

#sound,,,,,,,,,,,,,,,,,,,,,,,
elevator1,,misc/elevator_msp4.wav,0.6,1,,,,50,2500,auto,streamed,,,,mp_msp4,,,,,,,,


I really appreciate the help.. This is driving me crazy! [crazy]
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Friday, Apr. 13, 2007 06:21 pm
when I change the csv setting "auto" to "local" as suggested in another thread, the sound works, BUT it can be heard all over the map... Why wouldn't auto work?
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11622
Last: Jan 3, 2009
[view latest posts]
Level 10
Forum Moderator
Category: CoD 2 Level Design
Posted: Saturday, Apr. 14, 2007 03:38 am
Try adjusting the dist_max value... (2500 in your .gsc file)
Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Saturday, Apr. 14, 2007 12:35 pm
The_Caretaker writes...
Quote:
Try adjusting the dist_max value... (2500 in your .gsc file)


I gave this a shot all the way down to 50, but as long as the file is Local it plays on the whole map and when it is auto, it doesn't play at all... Can I send you the IWD to look at?
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