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Topics - NaviLlusShore

Alright so any perk you buy you will lose upon death, but any perks obtained from a drop you will keep when revived? So obviously It's something wrong with the script
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thegtlad()
{
    vending_triggers = GetEntArray( "zombie_vending", "targetname" );

    perks = [];
    for ( i = 0; i < vending_triggers.size; i++ )
    {
        perk = vending_triggers[i].script_noteworthy;

        if ( isdefined( self.perk_purchased ) && self.perk_purchased == perk )
        {
            continue;
        }

        if ( !self HasPerk( perk ) )
        {
            perks[ perks.size ] = perk;
        }
    }

    if ( perks.size > 0 )
    {
        perks = array_randomize( perks );
        self SetPerk( perks[0] );
        self perk_hud_create( perks[0] );
    }
}
seems alright to me but I could be missing something,
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powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "gtlad":
                        level thread gtlad_powerup( self );
                        break;
                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }
}
10 years ago
For two weapons now the sounds I convert don't work for them Is there an extra step for weapon sounds? I have the correct custom sound names setup In the weapons.csv for the STG and I made a new .csv for my custom weapons that has the fire sound, fire sound plr, reload, and reload plr lines all having the correct names for the sound and In the weapon file I changed the sounds to match the custom sound names and these sounds do convert and I copied the sounds from the raw/sounds folder and pasted them Into my mapname sounds folder and they are checked In launcher, I have built the mod and compiled the map with the new sounds selected but when I go In game and grab the weapons and shoot them to see how they sound there Is no sound at all

Post Merge: January 17, 2014, 03:17:39 am
Any ideas? Still can't get the sounds to work on the weapons
10 years ago
I have an upgraded version and a regular version of my custom weapon how would I make It so I can PaP the regular version and get the PaPed version?
10 years ago
I'm using the tutorial above for the perk drops and It works just It only drops the stock perks and not the black ops perks/custom perks, It says It's supposed to automatically find the perks If the machine Is on the map and give the perks to you at random but that's not working for me, also when I set It to give the perks after power Is turned on I will go to turn the power on and the power up still doesn't give me the perks when grabbed
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thegtlad()
{
    vending_triggers = GetEntArray( "zombie_vending", "targetname" );

    perks = [];

    for ( i = 0; i < vending_triggers.size; i++ )
    {
        perk = vending_triggers[i].script_noteworthy;

        if ( isdefined( self.perk_purchased ) && self.perk_purchased == perk )
        {
            continue;
        }

        if ( !self HasPerk( perk ) )
        {
            perks[ perks.size ] = perk;
        }
    }

    if ( perks.size > 0 )
    {
        perks = array_randomize( perks );
        self SetPerk( perks[0] );
        self perk_hud_create( perks[0] );
    }
}
10 years ago
So I was just putting down some textures and remembered I had forgotten to add one so I saved and exited radiant then went to asset manager, I then converted the .tga to an IWI and put It under my images folder, then I built the mod with everything checked and opened up radiant to put the texture In but now whenever I try to load the map It grabs all the textures I have used then nothing else happens and the map doesn't show up, I thought everything had gotten deleted at first then I noticed In the top left of radiant It says unnamed.map instead of my map, other maps load fine I just spent 4 hours mapping I hope I didn't lose all my progress :P

Post Merge: January 09, 2014, 01:49:11 pm
I also just noticed It says no worldspawn In map
10 years ago
Silly question but how do you rotate the FX? I'm trying to put In a spotlight but the beam Is pointing toward the sky and I wan't It pointing toward an object
10 years ago
Hey I did the tutorial for bams black ops perks and the perks work everything's fine except the perk limit, I set It to 4 but I can still buy more than 4 perks
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#include maps\_utility;
#include maps\_hud_util;

init()
{
// ************MIGHTY PERK/PAP LIMIT**********
level.mighty_perks_got = 0; // DONT TOUCH THIS
level.max_pap_limit = 3; // Number of paped guns a player can have at a time
level.max_perk_limit = 4; // The max number of perks a player can have at a time
// *************MIGHTY PERK/PAP LIMIT*********
10 years ago
alright so i have zone4 and zone5 and they are two seperate doors in the same room, i go to open zone5 door and the zombies in zone4 spawn now i looked at the script structs for the zone4 spawners (they are risers) and they all say "zone4_spawner_rise" and i looked at the trigger for the zone4 door and it says "enter_zone4" and i looked at the trigger for zone5 door and it says "enter_zone5" the zombies in zone4 only spawn when zone5 is opened
10 years ago
i dont know where these weapons came from but for some reason there is a snub nose revolver and a skorpion in my map and there might be others as well but they dont show up as guns they show up as the default weapon so i was wondering where the files for these guns might be located so i can remove them
10 years ago
was wondering how to change the HUD so the ammo counter and points are different?
10 years ago
was wondering why whenever i put any friendly ai in the map they are holding the default weapon instead of the gun they are supposed to have?
10 years ago
alright so i cant load the map until i fix these i guess i never even knew this .gsc was here but heres what the console told me i just got these after adding a door and i just deleted it and the trigger and i still get these errors
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cannot cast undefined to string: (file 'maps/_zombiemode_blockers_new.gsc', line 60) targets = GetEntArray( self.target "targetname" );
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Error: called from: (file 'maps/_zombiemode_blockers_new.gsc' line 32) zombie_doors[i] thread door_init();
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(file 'maps/_zombiemode_blockers_new.gsc' line 8) init_blockers();
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(file 'maps/_zombiemode_blockers_new.gsc' line 61) maps\zombiemode_blockers_new::init();
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(file 'maps/nazi_zombie_erwachen.gsc' line 131) maps\_zombiemode::main();
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(file 'maps/nazi_zombie_erwachen' line 23) main()
                                           *
i made a copy of my mapname.gsc and deleted everything in there and put another mapname.gsc script in and changed the
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level.DLC3.createArt = maps\createart\nazi_zombie_mapname_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_mapname_fx::main;
to
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level.DLC3.createArt = maps\createart\nazi_zombie_Erwachen_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_Erwachen_fx::main;
and i still got the error so i dont think it has anything to do with the mapname.gsc but im not sure heres my erwachen.gsc script
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/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt

Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

array_thread(getentarray("new_sound","targetname"),::play_unique_sound);

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_Erwachen_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_Erwachen_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\bears::main();
maps\powerup_machine::init();
    maps\_zombiemode::main();
thread secret_trigger();
    thread secret_trigger2();
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread staminup();
players[i] thread deadshot();
players[i] thread mule_kick();
players[i] thread muscle_aid();
}

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
thread damge_triggers_int();
}

dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
    add_adjacent_zone( "zone4", "zone5", "enter_zone5" );
add_adjacent_zone( "zone5", "zone6", "enter_zone6" );
add_adjacent_zone( "zone6", "zone7", "enter_zone7" );
add_adjacent_zone( "zone7", "zone8", "enter_zone8" );
add_adjacent_zone( "zone8", "zone9", "enter_zone9" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

staminup()
{
while(1)
{
if(self hasperk("specialty_longersprint"))
self setmovespeedscale(1.3);
else
self setmovespeedscale(1);
wait .5;
}
}

deadshot()
{
while(1)
{
if(self hasperk("specialty_bulletaccuracy"))
self setClientDvar( "cg_laserForceOn", 1 );
else
self setClientDvar( "cg_laserForceOn", 0 );
wait .1;
}
}

mule_kick()
{

self.given_kick = false;

while(1)
{

player_load = self GetWeaponsListPrimaries();

if((self hasperk("specialty_extraammo"))&&( player_load.size == 1)&&(self.given_kick == false))
{
if(!(self hasweapon("zombie_colt")))
self giveWeapon("zombie_colt");
if(!(self hasweapon("zombie_kar98k")))
self giveWeapon("zombie_kar98k");

player_load = self GetWeaponsListPrimaries();
if( player_load.size == 2)
{
if(!(self hasweapon("zombie_m1carbine")))
self giveWeapon("zombie_m1carbine");
}
self.given_kick = true;
}

if((self hasperk("specialty_extraammo"))&&( player_load.size == 2)&&(self.given_kick == false))
{
if(!(self hasweapon("zombie_colt")))
self giveWeapon("zombie_colt");
if(!(self hasweapon("zombie_kar98k")))
self giveWeapon("zombie_kar98k");

player_load = self GetWeaponsListPrimaries();
if( player_load.size == 2)
{
if(!(self hasweapon("zombie_m1carbine")))
self giveWeapon("zombie_m1carbine");
}
self.given_kick = true;
}

if(!(self hasperk("specialty_extraammo"))&&( player_load.size == 3))
{
player_load = self GetWeaponsListPrimaries();
if(player_load.size == 3 && self.being_revived == false)
{
self.muleweapon = player_load[2];
self takeweapon(self.muleweapon);
}
self.given_kick = false;
}


wait .1;
}
}

muscle_aid()
{
while(1)
{
if(self hasperk("specialty_shades"))
self setClientDvar( "", 1000 );
else
self setClientDvar( "", 500 );
wait .5;
}
}

//Secret_Easter_Egg
Secret_trigger()
{

door = getEnt("secret_door","targetname");
trig = getEnt("secret_trigger","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR UNLOCKED");

door movez(-500, 25);
wait 8;
door delete();


}

damge_triggers_int()
{
  triggers = getentarray("radius_dmg_trigs", "targetname");
  array_thread(triggers, ::radius_dmg_trig_think);
}
radius_dmg_trig_think()
{
who = undefined;
time = .5;
cap = 10;
if(isdefined(self.script_transition_time))
 time = self.script_transition_time;
  if(self.script_string == "hurt_little_die")
   cap = 50;
 else if(self.script_string == "hurt_lots_die")
  cap = 15;
 else if(self.script_string == "kill")
  cap = 99;
 for(;;)
 {
  self waittill("trigger", who);
  if(who.health > cap || cap == 99)
   RadiusDamage( who.origin, 100, int(who.health -(who.health/80)), int(who.health -(who.health/50)));
  else
   RadiusDamage( who.origin, 100, who.health +50, who.health +10);
  wait (time);
 }
}

//Trigger_2
Secret_trigger2()
{

door = getEnt("secret_door2","targetname");
trig = getEnt("secret_trigger2","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR UNLOCKED");

door movez(-500, 20);
wait 7;
door delete();


}

team_teleport()
{
cost = 20;
who = undefined;
trig = getEnt("end_trigger","targetname");

if(!isDefined(trig))
return;

trig_player_check = getEnt(trig.target,"targetname");
if(!isDefined(trig_player_check)){
trig sethintstring("Error Can't find player check trigger :(");
return;
}

       // Power stuff.  Remove this if you don't want to wait for power.
       trig setCursorHint("HINT_NOICON"); // Power
       trig setHintString("The power must be activated first"); // Power
       flag_wait( "electricity_on" ); // Power
       // Remove power lines if you want it to work without power

trig setcursorhint("HINT_NOICON");
trig sethintstring("Press &&1 to Teleport/Escape [Cost: "+cost+"]");

while(1)
{
trig waittill("trigger",who);

// got the money ??
if(who.score >= cost)
{
who maps\_zombiemode_score::minus_to_player_score(cost); 

alive = AlivePlayersArr();
touching = trig_player_check GetTouchingPlayers();

if(alive.size != touching)
{
Texthud = tom_make_hud(undefined, "center", "middle", "center", "bottom", 0, -148, 1.2, 1, (1,1,1));
Texthud setText("All players must be on the teleport");

while(alive.size != touching)
{
alive = AlivePlayersArr();
touching = trig_player_check GetTouchingPlayers();

wait 0.1; // this loop won't run long so lets go mental.
}
Texthud destroy();
}

trig sethintstring("Teleporting");
trig playsound("cha_ching");
DoTelePort(alive);
}
else
{
trig playsound("no_cha_ching");
}
wait 0.15;
}
}


DoTelePort(players)
{
port_loc = GetStructArray("end_tele", "targetname");
if(isDefined(port_loc) && port_loc.size >= 4 /* we want atleast 4 */)
{
for(i=0;i<players.size;i++)
{
players[i] setorigin(port_loc[i].origin);
players[i] setplayerangles(port_loc[i].angles);
                players[i] shellshock( "explosion", 4 );
                players[i] shellshock( "electrocution", 4 );
                players[i] playsound("whoosh"); // I don't know what this sounds like, i had mine setup with a different sound.
}

iprintlnbold ("You Have Proved Yourself!");
wait(4.0);
level notify("end_game");
}
else
{
iPrintLn("can't find all the telport locations");
}
}

tom_make_hud(client, alignXArg, alignYArg, horzAlignArg, vertAlignArg, xArg, yArg, fontScale, alpha, Textcolor)
{
if(isDefined(client))
hud = newClientHudElem(client);
else
hud = newHudElem();
hud.alignX = alignXArg;
hud.alignY = alignYArg;
hud.horzAlign = horzAlignArg;
hud.vertAlign = vertAlignArg;
hud.y = yArg;
hud.x = xArg;
hud.foreground = true;
hud.font = "default";
hud.fontScale = fontScale;
hud.alpha = alpha;
if(isDefined(Textcolor))
hud.color = (Textcolor);
else
hud.color = ( 1.0, 1.0, 1.0 );
return hud;
}

GetTouchingPlayers()
{
if(isdefined(self))
{
  players = get_players();
  num = 0;
  for(i=0;i<players.size;i++)
if(players[i] istouching(self))
num ++;
  return num;
}
else
{
iPrintLnBold("GetTouchingPlayers(): Needs to be called on a object");
return -1;
}
}

AlivePlayersArr()
{
   alive = [];
   players = get_players();
   for(i=0;i<players.size;i++)
   {
      if( !players[i].is_zombie && !players[i] maps\_laststand::player_is_in_laststand() && players[i].sessionstate != "spectator" )
alive[alive.size] = players[i];
   }
   return alive;
}

play_unique_sound()
{
     song_name = self.script_string;
     self waittill("trigger");
     players = get_players();
     for(i = 0; i < players.size; i++)
     {
          players[i] playsound(song_name);
     }
}
havent found out what exactly is causing this yet
10 years ago
alright so i cant load the map until i fix these i guess i never even knew this .gsc was here but heres what the console told me i just got these after adding a door and i just deleted it and the trigger and i still get these errors
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cannot cast undefined to string: (file 'maps/_zombiemode_blockers_new.gsc', line 60) targets = GetEntArray( self.target "targetname" );
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Error: called from: (file 'maps/_zombiemode_blockers_new.gsc' line 32) zombie_doors[i] thread door_init();
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(file 'maps/_zombiemode_blockers_new.gsc' line 8) init_blockers();
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(file 'maps/_zombiemode_blockers_new.gsc' line 61) maps\zombiemode_blockers_new::init();
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(file 'maps/nazi_zombie_erwachen.gsc' line 131) maps\_zombiemode::main();
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(file 'maps/nazi_zombie_erwachen' line 23) main()
                                           *
10 years ago
was wondering which sound alias is used for the announcer? i want to change the voiceover so audio someone else says "double points" or "max ammo"
11 years ago
alright so im trying to add in a 3 trigger activated song for my map so i have a new .gsc with this in it
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#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;

main()
{
self.song = "erwachen_song"; //valid sound
self.teddy_num = 0;
thread teddy_1();
thread teddy_2();
thread teddy_3();
}

teddy_1()
{
teddy1 = getEnt("teddy1","targetname");
teddy1 SetCursorHint( "HINT_NOICON" );
teddy1 waittill( "trigger", player );
teddy1 Delete();

self.teddy_num = self.teddy_num + 1;

player playsound("meteor_affirm");

thread song_ee();
}

teddy_2()
{
teddy2 = getEnt("teddy2","targetname");
teddy2 SetCursorHint( "HINT_NOICON" );
teddy2 waittill( "trigger", player );
teddy2 Delete();

self.teddy_num = self.teddy_num + 1;

player playsound("meteor_affirm");
thread song_ee();
}

teddy_3()
{
teddy3 = getEnt("teddy3","targetname");
teddy3 SetCursorHint( "HINT_NOICON" );
teddy3 waittill( "trigger", player );
teddy3 Delete();

self.teddy_num = self.teddy_num + 1;

player playsound("meteor_affirm");
thread song_ee();
}

song_ee()
{
if(self.teddy_num == 3)
{
players = get_players();
for( k = 0; k < players.size; k++ )
players[k] playsound(self.song);
}
}
and i setup the sound alias so it looks like this
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name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

test,erwachen_song.wav,,,,1,1,75,1700,2,reject,1,reject,voice,,curve2,0.8,2100,,curve2,1,1,,3d,streamed,,,master,,,,,,0,,,,50,500,0.9,0.5,,,,,,10,25,0.25,1,,
and in mod builder i have "sound,erwachen_song" and "sound,easter_egg,,all_sp" the sound itself was converted properly and it is in my mapname/sounds folder, i made the 3 triggers in radiant and the kvp for trigger 1 is "targetname, teddy1" and i put teddy2 on trigger 2 etc so i go into the map and activate all the triggers and nothing plays so i thought i would try to see if it was a script i messed up so i setup a trigger multiple and put the kvp as "targetname,new_sound" and "script_string,test" test is the soundalias name so i went into the map again and walked into the trig and nothing played so im thinking it has something to do with the alias but cant figure out what
11 years ago
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