Author Topic: [Updated Tutorial] Adding Different Round Sounds  (Read 12639 times)

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Offline DuaLVII

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[Updated Tutorial] Adding Different Round Sounds

« on: March 17, 2014, 06:19:56 am »
Hey Guys,

I've had quiet a few requests for this so here it is!

Download located as an attachment at the end of this post.



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Code: [Select]
sound,_round_template,template



Thanks,
DuaLVII
« Last Edit: March 18, 2014, 06:52:43 am by DuaLVII »

Offline RamboBadass

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Re: [Tutorial] Adding Different Round Sounds

« Reply #1 on: March 17, 2014, 06:21:08 am »
awesome works great man thank you
 ;D
maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
Origins 1922
http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
[/url]

Offline jjbradman

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Re: [Tutorial] Adding Different Round Sounds

« Reply #2 on: March 17, 2014, 06:43:29 am »
awesome works great man thank you
 ;D

great finally made a tut about this :D +1

Offline fatboypro

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Re: [Tutorial] Adding Different Round Sounds

« Reply #3 on: March 17, 2014, 07:12:38 am »
oh so you decided to release it to the public!  ;) nice tut glad someone finally did this

Offline DuaLVII

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Re: [Tutorial] Adding Different Round Sounds

« Reply #4 on: March 17, 2014, 07:46:20 am »
oh so you decided to release it to the public!

I said I would  ;)

Offline Psy0ch

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Re: [Tutorial] Adding Different Round Sounds

« Reply #5 on: March 17, 2014, 09:04:45 am »
now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....

Offline IHammY/

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Re: [Tutorial] Adding Different Round Sounds

« Reply #6 on: March 17, 2014, 09:54:09 am »
Is this script usable if i replaced the sounds you provided with other ones?

Offline ProGamerzFTW

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Re: [Tutorial] Adding Different Round Sounds

« Reply #7 on: March 17, 2014, 09:54:46 am »
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.

edit nvm, mod.csv is being dumb again lol
« Last Edit: March 17, 2014, 09:56:54 am by ProGamerzFTW »

Offline Dust

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Re: [Tutorial] Adding Different Round Sounds

« Reply #8 on: March 17, 2014, 09:56:34 am »
now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....

Chromastones new map, Crash, has the mob of the dead round sounds, but thats the only one i know of
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Offline RamboBadass

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Re: [Tutorial] Adding Different Round Sounds

« Reply #9 on: March 17, 2014, 09:57:18 am »
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.
what do you mean a map with the UGX mod installed?

Offline IHammY/

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Re: [Tutorial] Adding Different Round Sounds

« Reply #10 on: March 17, 2014, 09:57:54 am »
Chromastones new map, Crash, has the mob of the dead round sounds, but thats the only one i know of

titan (just been released on ugx) has buried sounds ;)

Offline ProGamerzFTW

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Re: [Tutorial] Adding Different Round Sounds

« Reply #11 on: March 17, 2014, 10:01:40 am »
what do you mean a map with the UGX mod installed?

yeah, but i figured it out, it seems it has to be added to ugx_mod's mod.csv

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Re: [Tutorial] Adding Different Round Sounds

« Reply #12 on: March 17, 2014, 10:13:47 am »
It works good but especially on the buried sounds, the round start sound doesnt end until like half of the zombies are on the map for that round. Is there a way to make it to where it automatically stops after the zombies start spawning

Offline Ege115

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Re: [Tutorial] Adding Different Round Sounds

« Reply #13 on: March 17, 2014, 10:22:51 am »
Thanks for sharing DualVll, I was looking for this!  :)

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Re: [Tutorial] Adding Different Round Sounds

« Reply #14 on: March 17, 2014, 10:45:37 am »
It works good but especially on the buried sounds, the round start sound doesnt end until like half of the zombies are on the map for that round. Is there a way to make it to where it automatically stops after the zombies start spawning
root/mods/mapname/clientscripts/mapname_amb.csc
Code: [Select]
  declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
//musicwaittilldone();

  declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("dog_fire", 0, 4);
//musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("round_over", 2);
//musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("dog_fire", 0, 4);

  declareMusicState("eggs");
musicAlias("mx_eggs", 0);

  declareMusicState("mx_dog_round");
musicAliasloop("mx_dog_wave", 0, 0.5);

declareMusicState("end_of_game");
musicAlias("mx_game_over", 2);
comment out musicwaittilldone(); so the game wont have to wait for music to finish when another one starts, it will just fade out while playing the new one. I think that BO2 buried sounds were acting the same in bo2 btw.
« Last Edit: March 17, 2014, 10:50:46 am by Ray1235 »
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