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Contact Support - Help Center Get help on the UGX Discord. Join it now!eeScript()
{
eeTrigger = GetEnt("ee_trigger", "targetname");
eeTrigger waittill("trigger");
eeTrigger Delete();
players = get_players();
for(i=0;i<players.size;i++)
{
players[i] GiveWeapon("tesla_gun_upgraded");
players[i] SwitchToWeapon("tesla_gun_upgraded");
}
}
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold,distance_lpf
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
shi_amb,,ambient/shi_amb.wav,1,0.9,1,1,1,,,,,,,ambience,,2d,,,,,,,curve2,,,,,,,,looping,,all_sp,,,,,,,,,ambience,,,,,,,,,,,,,
radio1()
{
radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound
radio_trigger setCursorHint("HINT_NOICON");
radio_trigger UseTriggerRequireLookAt();
radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring
for(;;)
{
radio_trigger waittill("trigger");
if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();
radio playsound("radio1");
wait 330; //change this to the length of your sound
radio_trigger enable_trigger();
level.radio_playing = 0;
}
if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
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
#2d sounds
radio1,radios\radio1.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,
radio2,radios\radio2.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,
#3d sounds
#radio1,radios\radio1.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,
#radio2,radios\radio2.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,
#full_vol - for sound effects
#music - for music
#voice - for dialog
radio1()
{
radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound
radio_trigger setCursorHint("HINT_NOICON");
radio_trigger UseTriggerRequireLookAt();
radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring
for(;;)
{
radio_trigger waittill("trigger");
if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();
radio playsound("radio1");
wait 366; //change this to the length of your sound
radio_trigger enable_trigger();
level.radio_playing = 0;
}
if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
radio2()
{
radio = getEnt("radio2", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio2_trigger", "targetname"); //the trigger that you will use to start the sound
radio_trigger setCursorHint("HINT_NOICON");
radio_trigger UseTriggerRequireLookAt();
radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring
for(;;)
{
radio_trigger waittill("trigger");
if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();
radio playsound("radio2");
wait 10; //change this to the length of your sound
radio_trigger enable_trigger();
level.radio_playing = 0;
}
if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}