[Updated Tutorial] Adding Different Round Sounds

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by DuaLVII
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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.




sound,_round_template,template



Thanks,
DuaLVII
Last Edit: March 18, 2014, 03:52:43 pm by DuaLVII
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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%
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awesome works great man thank you
 ;D
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awesome works great man thank you
 ;D

great finally made a tut about this :D +1
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oh so you decided to release it to the public!  ;) nice tut glad someone finally did this
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oh so you decided to release it to the public!

I said I would  ;)
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now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....
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Is this script usable if i replaced the sounds you provided with other ones?
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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, 06:56:54 pm by ProGamerzFTW
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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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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?
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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 ;)
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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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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
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Thanks for sharing DualVll, I was looking for this!  :)
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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
  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, 07:50:46 pm by Ray1235

 
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