MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Wiki *
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoDWW Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
zeroy [Today]
gasofa [Forum]
elim [Forum]
Sgt.Rampage [Forum]
fireball1 [Tutor]
techno2sl [Forum]
elfwhyk [Tutor]
harrigan366 [Polls]
piznac [Tutor]
zelimper [Forum]
IvanFilip [Downl]
Tally [Forum]
amishthunder [Today]
*UWS*KILL_... [Today]

14 Members and 14 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Monday, Dec. 1st
A message from foyleman
Sunday, Nov. 30th
MODSonair 156 Live
Friday, Nov. 28th
MODSonair Episode 155
Wednesday, Nov. 26th
MODSonair Forum Buttons
Monday, Nov. 24th
Holiday Gift Guide 2008 - PC
Latest Poll
Single or Multiplayer maps for World at War?
Single-Player 29.55%
Multiplayer 62.5%
WHAT!? The tools are out? 7.95%
Read More...
10 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
GSC FTL
CoD:WW Level Des.. Posts: (3) Views: (19) by elim
Appreciation
MODSonline.. Posts: (3) Views: (25) by Welshy
Left 4 Dead SDK?
Left 4 Dead Leve.. Posts: (7) Views: (38) by Welshy
Inner/Outer Radius Size
CoD:WW Level Des.. Posts: (5) Views: (58) by [-X-]FriedCoD
Google 468 Banner Half-Life 2 Mods for Dummies
CoDWW Download
Forums
MODSonline.com Forums

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 4
Category: CoD 4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access
Page
Next Page
subscribe
Author Topic: Awfull Silence.... Pls Help
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Thursday, Aug. 28, 2008 11:27 am
Here is my .csv file in the soundaliases folder:

emt_water_stream_falls,,amb_emitters/emt_water_stream_falls.wav,0.60,0.80,element,0.95,1.05,7,3000,auto,streamed,,looping,0.5,all_mp,,,,,250,,,0.2,,,,,,

edited on Aug. 28, 2008 11:35 am by pigshyte
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Thursday, Aug. 28, 2008 11:28 am
I have completed my map, got running water on the river, got the waterfall exactly where it is needed, and the dripping water in the caves. I have tried to add sounds from what I have read in other threads, but rather than Hijacking other threads, I thought it best to start my own.
Please someone look at the files I have here and let me know why I do not hear anything at all.
I had hoped for dripping water in my caves where I know the origins at the dripping water effect.
Sound of the waterfall at the cargoship leak effect origin, sound of fast running water at the base of the waterfall in the river. I also hope for some ambient bird sounds in the trees. Could someone please help with this part. I have found the sounds in the common.csv file Also read the adding sounds to your map tutorial in the zeroy website, but battling with the understanding. Adding the sounds to the map will have this map complete.

The map name is mp_uwsph
and here are the scripts:



Quote:
main()
{

ent = maps\mp\_utility::createOneshotEffect( "fire/gas_pump_fire");
ent.v[ "origin" ] = ( -1769, -439, 2000 );
ent.v[ "angles" ] = ( 225, 0, 0 );
ent.v[ "fxid" ] = "pump";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "fire/tank_fire_turret_abrams");
ent.v[ "origin" ] = ( -1769, -570, 2000 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "fire";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "fire/tank_fire_turret_abrams");
ent.v[ "origin" ] = ( -1769, -300, 2000 );
ent.v[ "angles" ] = ( 315, 0, 0 );
ent.v[ "fxid" ] = "fire";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( -1769, -439, 2000 );
ent.v[ "angles" ] = ( 90, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( -1769, -570, 2000 );
ent.v[ "angles" ] = ( 110, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( -1769, -300, 2000 );
ent.v[ "angles" ] = ( 70, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "fire/tank_fire_turret_abrams");
ent.v[ "origin" ] = ( 1989, -570, 2000 );
ent.v[ "angles" ] = ( 100, 0, 0 );
ent.v[ "fxid" ] = "fire";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "fire/tank_fire_turret_abrams");
ent.v[ "origin" ] = ( 1989, -300, 2000 );
ent.v[ "angles" ] = ( 200, 0, 0 );
ent.v[ "fxid" ] = "fire";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "fire/gas_pump_fire");
ent.v[ "origin" ] = ( 1989, -445, 2000 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "pump";
ent.v[ "delay" ] = -3;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( 1989, -445, 2000 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( 1989, -570, 2000 );
ent.v[ "angles" ] = ( 290, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "smoke/signal_smoke_green");
ent.v[ "origin" ] = ( 1989, -300, 2000 );
ent.v[ "angles" ] = ( 250, 0, 0 );
ent.v[ "fxid" ] = "smoke";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "misc/cargoship_sinking_leak_med");
ent.v[ "origin" ] = ( 815, 3130, 880 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "waterfall";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "misc/cargoship_sinking_leak_med");
ent.v[ "origin" ] = ( -613, -3770, 880 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "waterfall";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect("misc/waterfall_base");
ent.v[ "origin" ] = ( 858, 3100, 290 );
ent.v[ "angles" ] = ( -90, 360, 0 );
ent.v[ "fxid" ] = "waterfallbase";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect("misc/waterfall_base");
ent.v[ "origin" ] = ( -693, -3992, 290 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "waterfallbase";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect("misc/river_water");
ent.v[ "origin" ] = ( 815, 2784, 270 );
ent.v[ "angles" ] = ( -90, 360, 0 );
ent.v[ "fxid" ] = "river";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect("misc/river_water");
ent.v[ "origin" ] = ( -645, -3300, 270 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "river";
ent.v[ "delay" ] = -2;

ent = maps\mp\_utility::createOneshotEffect( "misc/cgoshp_drips_a");
ent.v[ "origin" ] = ( -820, -2740, 450 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "drip";
ent.v[ "delay" ] = -1;

ent = maps\mp\_utility::createOneshotEffect( "misc/cgoshp_drips_a");
ent.v[ "origin" ] = ( 991, 1894, 450 );
ent.v[ "angles" ] = ( -90, 180, 0 );
ent.v[ "fxid" ] = "drip";
ent.v[ "delay" ] = -1;

ent = maps\mp\_createfx::createLoopSound();
ent.v[ "origin" ] = ( -693, -3992, 290 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "soundalias" ] = "emt_water_stream_falls";

ent = maps\mp\_createfx::createLoopSound();
ent.v[ "origin" ] = ( 858, 3100, 290 );
ent.v[ "angles" ] = ( 90, 0, 0 );
ent.v[ "soundalias" ] = "emt_water_stream_falls";





}





Quote:
main()
{
level._effect[ "fire" ] = loadfx("fire/tank_fire_turret_abrams");
level._effect[ "pump" ] = loadfx("fire/gas_pump_fire");
level._effect[ "smoke" ] = loadfx("smoke/signal_smoke_green");
level._effect[ "waterfall" ] = loadfx("misc/cargoship_sinking_leak_med");
level._effect[ "drip" ] = loadfx("misc/cgoshp_drips_a");
level._effect[ "waterfallbase" ] = loadfx("misc/waterfall_base");
level._effect[ "river" ] = loadfx("misc/river_water");


/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_uwsph_fx::main();
#/

}





Quote:
main()
{

maps\mp\_load::main();
maps\mp\_teleport::main();
maps\mp\mp_uwsph_fx::main();
maps\createfx\mp_uwsph_fx::main();

maps\mp\_compass::setupMiniMap("compass_map_mp_uwsph");


ambientplay("ambient_backlotext");
//setExpFog(1000, 2100, 0.5, 0.6, 0.5, 0);

game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";

setdvar( "r_specularcolorscale", "1" );

setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1800");

}




Quote:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
include,mptypes_woodland
col_map_mp,maps/mp/mp_uwsph.d3dbsp
fx,fire/gas_pump_fire
fx,fire/tank_fire_turret_abrams
fx,smoke/signal_smoke_green
fx,misc/cargoship_sinking_leak_med
fx,misc/cgoshp_drips_a
fx,misc/waterfall_base
fx,misc/river_water
rawfile,maps/mp/mp_uwsph.gsc
rawfile,maps/mp/_teleport.gsc
rawfile,maps/mp/mp_uwsph_fx.gsc
rawfile,maps/createfx/mp_uwsph_fx.gsc
rawfile,soundaliases/mp_uwsph.csv
rawfile,minimap.cfg
material,compass_map_mp_uwsph
impactfx,mp_uwsph
sound,common,mp_uwsph,!all_mp
sound,generic,mp_uwsph,!all_mp
sound,voiceovers,mp_uwsph,!all_mp
sound,multiplayer,mp_uwsph,!all_mp
xmodel,body_mp_usmc_specops
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,body_mp_usmc_assault
xmodel,body_mp_usmc_support
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
xmodel,head_mp_usmc_tactical_mich_stripes_nomex
xmodel,head_mp_usmc_nomex
xmodel,head_mp_usmc_tactical_mich
xmodel,head_mp_usmc_shaved_head
xmodel,body_mp_usmc_woodland_assault
xmodel,viewhands_sas_woodland
xmodel,body_mp_usmc_woodland_recon
xmodel,body_mp_usmc_woodland_sniper
xmodel,head_mp_usmc_ghillie
xmodel,viewhands_marine_sniper
xmodel,body_mp_usmc_woodland_specops
xmodel,body_mp_usmc_woodland_support
xmodel,body_mp_opforce_assault
xmodel,head_mp_opforce_headwrap
xmodel,viewhands_op_force
xmodel,body_mp_opforce_cqb
xmodel,head_mp_opforce_gasmask
xmodel,body_mp_opforce_sniper
xmodel,head_mp_opforce_ghillie
xmodel,body_mp_opforce_eningeer
xmodel,body_mp_opforce_support


edited on Aug. 28, 2008 11:35 am by pigshyte
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Thursday, Aug. 28, 2008 06:48 pm
anyone pls.... ???
CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 98
Last: Dec 2, 2008
[view latest posts]
Level 3
Category: CoD 4 Scripting
Posted: Thursday, Aug. 28, 2008 11:03 pm
Add this line to your zone file and recompile

sound,mp_uwsph,mp_uwsph,all_mp
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Thursday, Aug. 28, 2008 11:19 pm
And this will hopefully solve all my problems?
CoDLiNK
General Member
Since: Mar 16, 2008
Posts: 98
Last: Dec 2, 2008
[view latest posts]
Level 3
Category: CoD 4 Scripting
Posted: Friday, Aug. 29, 2008 02:12 am
Maybe, we'll see.
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Saturday, Aug. 30, 2008 12:54 am
Still no good mate...
Could someone please add me to messanger and help on this through teamviewer... It is a free program that allows you to come straight into my computer and give remote support. it would help imensly on this. Teamviewer

add me with :
cwhelan@live.com.au
pigshyte@yahoo.com
Xfire: pigshyte

Thank you...
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 4 Scripting
Posted: Saturday, Aug. 30, 2008 05:47 am
Well.. your main problem is.. you're not having any code actually playing your sound. Just making a .csv file won't get your sound played.

Take a look at the script reference and look for the playloopsound function.
pigshyte
General Member
Since: Jan 23, 2008
Posts: 42
Last: Sep 2, 2008
[view latest posts]
Level 2
Category: CoD 4 Scripting
Posted: Saturday, Aug. 30, 2008 07:30 am
playloopsound
Ok,so my understanding is this....
I have to make a script origin at the point of where I want the soound. I then open up entity and then.... this is all too much.. I have an awsome map with no sounds, have read the sounds tutorial, but I would like it if there was a good video I could follow for cod4... I don't want to try decifer and change things that work in 2 but not in 4. Just a good thourough tutorial that is straight forward on adding sounds to cod4 maps from 1.7 patch. Tearing my hair out here with this already. Making the map was the easy part, even though I have added so much detail. It is this part that is swamped me to the point of booking in to a funny farm where they shock treatment people...
even if I could just be shown litterally how to add 1 sound effect like a waterfall to the actual waterfall. A step by step descrition where I cannot fail. Anyone fancy 45 mins of your time on messanges to have a chat...
Please... :)
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 4 Scripting
Posted: Saturday, Aug. 30, 2008 09:47 am
Yes, that's exactly what you'll have to do.

Make a backup and get to work. You don't need a tutorial, because you've basically got it all figured out already.

Make a script_origin where you want your sound to play from.
give it a targetname.
in your script, define the script_origin
play the sound from it.
Restricted Access Restricted Access
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 4 : CoD 4 Scripting
All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
MODSonline Subscriptions
Partners
Call of Duty Headquarters
The Firing Box
Frag Universe
Battle for Europe COD2
CODAddicts - Call of Duty News & Downloads
modbase.be
XoXide
Ask About
Advertising
Friends
SOF2 Files and Downloads
After Life Gaming
The Clan Database
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 155
MODSonair Episode 154
MODSonair Episode 153
MODSonair Episode 152
MODSonair Episode 151
Next Show
The next MODSonair show will air LIVE on:

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware