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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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http://www.youtube.com/watch?v=IHb4BPCYYuM
I want to mute that sound only on round 1 ^^
Maybe that is the one in mapname_amb.csc? mx...something![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
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https://www.youtube.com/watch?v=IHb4BPCYYuM
I want to mute that sound only on round 1 ^^
if(level.first_round == false)
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
} declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();Open clientscript/mapname_amb.csc and do this: Code SnippetPlaintextif(level.first_round == false)
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
instead of having this: Code SnippetPlaintextdeclareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Just tried it, this does not work... I don't know why, it seems right
Screenshot the file and make sure you are using the newer version of the .csc
#include clientscripts\_utility;
#include clientscripts\_ambientpackage;
#include clientscripts\_music;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
//DEFAULT OUTDOOR
declareAmbientRoom( "outside" );
setAmbientRoomTone( "outside", "ghost_wind", 1.5, 2 );
setAmbientRoomReverb ("outside","stoneroom", 1, 0.65);
declareAmbientPackage( "outside" );
addAmbientElement( "outside", "ember", .1, .6, 50, 150 );
//SMALL INTERIOR
declareAmbientRoom( "int_small_room" );
setAmbientRoomReverb ("int_small_room","stoneroom", 1, 0.8);
declareAmbientPackage( "int_small_pkg" );
//LARGE INTERIOR
declareAmbientRoom( "int_large_room" );
setAmbientRoomReverb ("int_large_room","stonecorridor", 1, 0.8);
declareAmbientPackage( "int_large_pkg" );
//DARKROOM
declareAmbientRoom( "darkroom" );
setAmbientRoomReverb ("darkroom","stoneroom", 1, 1);
declareAmbientPackage( "darkroom" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( 0, "outside", 0 );
activateAmbientRoom( 0, "outside", 0 );
declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
musicwaittilldone();
//Added script
if(level.first_round == false)
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
declareMusicState ("round_end");
musicAlias ("round_over", 2);
musicwaittilldone();
declareMusicState("WAVE_1");
musicAliasloop("mx_zombie_wave_1", 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);
thread radio_init();
thread start_lights();
//TELEPORTER
thread teleport_pad_init(0);
thread teleport_pad_init(1);
thread teleport_pad_init(2);
thread teleport_2d();
thread pa_init(0);
thread pa_init(1);
thread pa_init(2);
thread pa_single_init();
thread pole_fx_audio_init(0);
thread pole_fx_audio_init(1);
thread pole_fx_audio_init(2);
thread homepad_loop();
thread power_audio_2d();
thread linkall_2d();
}
add_song(song)
{
if(!isdefined(level.radio_songs))
level.radio_songs = [];
level.radio_songs[level.radio_songs.size] = song;
}
fade(id, time)
{
rate = 0;
if(time != 0)
rate = 1.0 / time;
setSoundVolumeRate(id, rate);
setSoundVolume(id, 0.0);
while(SoundPlaying(id) && getSoundVolume(id) > .0001)
{
wait(.1);
}
stopSound(id);
}
radio_advance()
{
for(;;)
{
while(SoundPlaying(level.radio_id) || level.radio_index == 0)
{
wait(1);
}
level notify("kzmb_next_song");
wait(1);
}
}
radio_thread()
{
assert(isdefined(level.radio_id));
assert(isdefined(level.radio_songs));
assert(isdefined(level.radio_index));
assert(level.radio_songs.size > 0);
println("Starting radio at "+self.origin);
for(;;)
{
level waittill("kzmb_next_song");
println("client changing songs");
playsound(0, "static", self.origin);
if(SoundPlaying(level.radio_id))
{
fade(level.radio_id, 1);
}
else
{
wait(.5);
}
level.radio_id = playsound(0, level.radio_songs[level.radio_index], self.origin);
level.radio_index += 1;
if(level.radio_index >= level.radio_songs.size)
{
level.radio_index = 0;
}
wait(1);
}
}
radio_init()
{
level.radio_id = -1;
level.radio_index = 0;
add_song( "wtf" );
add_song( "dog_fire" );
add_song( "true_crime_4" );
add_song( "all_mixed_up" );
add_song( "dusk" );
add_song( "the_march" );
add_song( "drum_no_bass" );
add_song( "russian_theme" );
add_song( "sand" );
add_song( "stag_push" );
add_song( "pby_old" );
add_song( "wild_card" );
add_song( "" ); //silence must be last
// kzmb, for all the latest killer hits
radios = getentarray(0, "kzmb","targetname");
while (!isdefined(radios) || !radios.size)
{
wait(5); //make sure we wait around until targetname for this ent is sent over
radios = getentarray(0, "kzmb","targetname");
}
println("client found "+radios.size+" radios");
array_thread(radios, ::radio_thread );
array_thread(radios, ::radio_advance );
}
start_lights()
{
level waittill ("pl1");
//playsound(0,"turn_on", (0,0,0));
array_thread(getstructarray( "dyn_light", "targetname" ), ::light_sound);
array_thread(getstructarray( "switch_progress", "targetname" ), ::switch_progress_sound);
array_thread(getstructarray( "dyn_generator", "targetname" ), ::generator_sound);
array_thread(getstructarray( "dyn_breakers", "targetname" ), ::breakers_sound);
//array_thread(getstructarray( "perksacola", "targetname" ), ::perks_a_cola_jingle);
//FOR a new 2d Ambience to add on, if needed
//playertrack = clientscripts\_audio::playloopat(0,"players_ambience", (0,0,0));
}
light_sound()
{
if(isdefined( self ) )
{
playsound(0,"light_start", self.origin);
e1 = clientscripts\_audio::playloopat(0,"light",self.origin);
}
}
generator_sound()
{
if(isdefined( self ) )
{
wait(3);
playsound(0, "switch_progress", self.origin);
playsound(0, "gen_start", self.origin);
g1 = clientscripts\_audio::playloopat(0,"gen_loop",self.origin, 1);
}
}
breakers_sound()
{
if(isdefined( self ) )
{
playsound(0, "break_start", self.origin);
b1 = clientscripts\_audio::playloopat(0,"break_loop",self.origin, 2);
}
}
switch_progress_sound()
{
if(isdefined( self.script_noteworthy ) )
{
if( self.script_noteworthy == "1" )
time = .5;
else if( self.script_noteworthy == "2" )
time = 1;
else if( self.script_noteworthy == "3" )
time = 1.5;
else if( self.script_noteworthy == "4" )
time = 2;
else if( self.script_noteworthy == "5" )
time = 2.5;
else
time = 0;
wait(time);
playsound(0, "switch_progress", self.origin);
}
}
/*
run_sparks_loop()
{
while(1)
{
wait(randomfloatrange(4,15));
if (randomfloatrange(0, 1) < 0.5)
{
//playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound(0,"electrical_surge", self.origin);
}
wait(randomintrange(1,4));
}
}
*/
/*
perks_a_cola_jingle()
{
lowhum = clientscripts\_audio::playloopat(0, "perks_machine_loop", self.origin);
self thread play_random_broken_sounds();
while(1)
{
wait(randomfloatrange(40, 120));
level notify ("jingle_playing");
playsound (0, self.script_sound, self.origin);
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
wait (30);
self thread play_random_broken_sounds();
}
}
play_random_broken_sounds()
{
level endon ("jingle_playing");
if (!isdefined (self.script_sound))
{
self.script_sound = "null";
}
if (self.script_sound == "mx_revive_jingle")
{
while(1)
{
wait(randomfloatrange(7, 18));
playsound (0, "broken_random_jingle", self.origin);
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
}
}
else
{
while(1)
{
wait(randomfloatrange(7, 18));
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
}
}
}
*/
//TELEPORTER
homepad_loop()
{
level waittill( "pap1" );
homepad = getstruct( "homepad_power_looper", "targetname" );
home_breaker = getstruct( "homepad_breaker", "targetname" );
if(isdefined( homepad ))
{
clientscripts\_audio::playloopat( 0, "homepad_power_loop", homepad.origin, 1 );
}
if(isdefined( home_breaker ) )
{
clientscripts\_audio::playloopat( 0, "break_arc", home_breaker.origin, 1 );
}
}
teleport_pad_init( pad ) //Plays loopers on each pad as they get activated, threads the teleportation audio
{
telepad = getstructarray( "telepad_" + pad, "targetname" );
telepad_loop = getstructarray( "telepad_" + pad + "_looper", "targetname" );
homepad = getstructarray( "homepad", "targetname" );
level waittill( "tp" + pad);
array_thread( telepad_loop, ::telepad_loop );
array_thread( telepad, ::teleportation_audio, pad );
array_thread( homepad, ::teleportation_audio, pad );
}
telepad_loop()
{
clientscripts\_audio::playloopat( 0, "power_loop", self.origin, 1 );
}
teleportation_audio( pad ) //Plays warmup and cooldown audio for homepad and telepads
{
teleport_delay = 2;
while(1)
{
level waittill( "tpw" + pad );
if(IsDefined( self.script_sound ))
{
if(self.targetname == "telepad_" + pad) //Sounds play right after each other
{
playsound( 0, self.script_sound + "_warmup", self.origin );
realwait(teleport_delay);
playsound( 0, self.script_sound + "_cooldown", self.origin );
}
if(self.targetname == "homepad") //Sounds wait until 2 seconds before transportation
{
realwait(teleport_delay);
playsound( 0, self.script_sound + "_warmup", self.origin );
playsound( 0, self.script_sound + "_cooldown", self.origin );
}
}
}
}
//***PA System***
//Plays sounds off of PA structs strewn throughout the map
pa_init( pad )
{
pa_sys = getstructarray( "pa_system", "targetname" );
array_thread( pa_sys, ::pa_teleport, pad );
array_thread( pa_sys, ::pa_countdown, pad );
array_thread( pa_sys, ::pa_countdown_success, pad );
}
pa_single_init()
{
pa_sys = getstructarray( "pa_system", "targetname" );
array_thread( pa_sys, ::pa_electric_trap, "bridge" );
array_thread( pa_sys, ::pa_electric_trap, "wuen" );
array_thread( pa_sys, ::pa_electric_trap, "warehouse" );
array_thread( pa_sys, ::pa_level_start );
array_thread( pa_sys, ::pa_power_on );
}
pa_countdown( pad )
{
level endon( "scd" + pad );
while(1)
{
level waittill( "pac" + pad );
playsound( 0, "pa_buzz", self.origin );
self thread pa_play_dialog( "pa_audio_link_start" );
count = 30;
while ( count > 0 )
{
if( count == 20 )
playsound( 0, "pa_audio_link_" + count, self.origin );
if( count == 15 )
playsound( 0, "pa_audio_link_" + count, self.origin );
if( count <= 10 )
playsound( 0, "pa_audio_link_" + count, self.origin );
playsound( 0, "clock_tick_1sec", (0,0,0) );
realwait( 1 );
count--;
}
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_audio_link_fail" );
}
wait(1);
}
pa_countdown_success( pad )
{
level waittill( "scd" + pad );
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
//self pa_play_dialog( "pa_audio_link_yes" );
self pa_play_dialog( "pa_audio_act_pad_" + pad );
}
pa_teleport( pad ) //Plays after successful teleportation, threads cooldown count
{
while(1)
{
level waittill( "tpc" + pad );
wait(1);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_teleport_finish" );
}
}
pa_electric_trap( location )
{
while(1)
{
level waittill( location );
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_trap_inuse_" + location );
realwait(48.5);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_trap_active_" + location );
}
}
pa_play_dialog( alias )
{
if( !IsDefined( self.pa_is_speaking ) )
{
self.pa_is_speaking = 0;
}
if( self.pa_is_speaking != 1 )
{
self.pa_is_speaking = 1;
self.pa_id = playsound( 0, alias, self.origin );
while( SoundPlaying( self.pa_id ) )
{
wait( 0.01 );
}
self.pa_is_speaking = 0;
}
}
teleport_2d() //Plays a 2d sound for a teleporting player 1.7 seconds after activating teleporter
{
while(1)
{
level waittill( "t2d" );
playsound( 0, "teleport_2d_fnt", (0,0,0) );
playsound( 0, "teleport_2d_rear", (0,0,0) );
}
}
power_audio_2d()
{
wait(2);
//Ronstreet script
//playsound( 0, "power_down_2d", (0,0,0) );
level waittill ("pl1");
playsound( 0, "power_up_2d", (0,0,0) );
}
linkall_2d()
{
level waittill( "pap1" );
playsound( 0, "linkall_2d", (0,0,0) );
}
/*
pa_cooldown_count() //Plays lines on 30, 15, and 0
{
cooldown = 60;
while( cooldown > 0 )
{
if(cooldown == 30)
{
playsound( 0, "pa_cooldown_half", self.origin );
}
if(cooldown == 15)
{
playsound( 0, "pa_audio_link_15", self.origin );
}
realwait(1);
cooldown--;
}
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
playsound( 0, "pa_cooldown_end", self.origin );
}
*/
pole_fx_audio_init( pad )
{
pole = getstructarray( "pole_fx_" + pad, "targetname" );
array_thread( pole, ::pole_fx_audio, pad );
}
pole_fx_audio( pad )
{
level waittill( "scd" + pad );
while(1)
{
playfx(0, level._effect["zombie_elec_pole_terminal"], self.origin, anglestoforward( self.angles ) );
playsound(0,"pole_spark", self.origin );
realwait(randomintrange(2,7));
}
}
pa_level_start()
{
wait(2);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_level_start" );
}
pa_power_on()
{
level waittill ("pl1");
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_power_on" );
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Complete file :Spoiler: click to open... Code SnippetPlaintext#include clientscripts\_utility;
#include clientscripts\_ambientpackage;
#include clientscripts\_music;
main()
{
//************************************************************************************************
// Ambient Packages
//************************************************************************************************
//declare an ambientpackage, and populate it with elements
//mandatory parameters are <package name>, <alias name>, <spawnMin>, <spawnMax>
//followed by optional parameters <distMin>, <distMax>, <angleMin>, <angleMax>
//DEFAULT OUTDOOR
declareAmbientRoom( "outside" );
setAmbientRoomTone( "outside", "ghost_wind", 1.5, 2 );
setAmbientRoomReverb ("outside","stoneroom", 1, 0.65);
declareAmbientPackage( "outside" );
addAmbientElement( "outside", "ember", .1, .6, 50, 150 );
//SMALL INTERIOR
declareAmbientRoom( "int_small_room" );
setAmbientRoomReverb ("int_small_room","stoneroom", 1, 0.8);
declareAmbientPackage( "int_small_pkg" );
//LARGE INTERIOR
declareAmbientRoom( "int_large_room" );
setAmbientRoomReverb ("int_large_room","stonecorridor", 1, 0.8);
declareAmbientPackage( "int_large_pkg" );
//DARKROOM
declareAmbientRoom( "darkroom" );
setAmbientRoomReverb ("darkroom","stoneroom", 1, 1);
declareAmbientPackage( "darkroom" );
//************************************************************************************************
// ACTIVATE DEFAULT AMBIENT SETTINGS
//************************************************************************************************
activateAmbientPackage( 0, "outside", 0 );
activateAmbientRoom( 0, "outside", 0 );
declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
musicwaittilldone();
//Added script
if(level.first_round == false)
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
declareMusicState ("round_end");
musicAlias ("round_over", 2);
musicwaittilldone();
declareMusicState("WAVE_1");
musicAliasloop("mx_zombie_wave_1", 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);
thread radio_init();
thread start_lights();
//TELEPORTER
thread teleport_pad_init(0);
thread teleport_pad_init(1);
thread teleport_pad_init(2);
thread teleport_2d();
thread pa_init(0);
thread pa_init(1);
thread pa_init(2);
thread pa_single_init();
thread pole_fx_audio_init(0);
thread pole_fx_audio_init(1);
thread pole_fx_audio_init(2);
thread homepad_loop();
thread power_audio_2d();
thread linkall_2d();
}
add_song(song)
{
if(!isdefined(level.radio_songs))
level.radio_songs = [];
level.radio_songs[level.radio_songs.size] = song;
}
fade(id, time)
{
rate = 0;
if(time != 0)
rate = 1.0 / time;
setSoundVolumeRate(id, rate);
setSoundVolume(id, 0.0);
while(SoundPlaying(id) && getSoundVolume(id) > .0001)
{
wait(.1);
}
stopSound(id);
}
radio_advance()
{
for(;;)
{
while(SoundPlaying(level.radio_id) || level.radio_index == 0)
{
wait(1);
}
level notify("kzmb_next_song");
wait(1);
}
}
radio_thread()
{
assert(isdefined(level.radio_id));
assert(isdefined(level.radio_songs));
assert(isdefined(level.radio_index));
assert(level.radio_songs.size > 0);
println("Starting radio at "+self.origin);
for(;;)
{
level waittill("kzmb_next_song");
println("client changing songs");
playsound(0, "static", self.origin);
if(SoundPlaying(level.radio_id))
{
fade(level.radio_id, 1);
}
else
{
wait(.5);
}
level.radio_id = playsound(0, level.radio_songs[level.radio_index], self.origin);
level.radio_index += 1;
if(level.radio_index >= level.radio_songs.size)
{
level.radio_index = 0;
}
wait(1);
}
}
radio_init()
{
level.radio_id = -1;
level.radio_index = 0;
add_song( "wtf" );
add_song( "dog_fire" );
add_song( "true_crime_4" );
add_song( "all_mixed_up" );
add_song( "dusk" );
add_song( "the_march" );
add_song( "drum_no_bass" );
add_song( "russian_theme" );
add_song( "sand" );
add_song( "stag_push" );
add_song( "pby_old" );
add_song( "wild_card" );
add_song( "" ); //silence must be last
// kzmb, for all the latest killer hits
radios = getentarray(0, "kzmb","targetname");
while (!isdefined(radios) || !radios.size)
{
wait(5); //make sure we wait around until targetname for this ent is sent over
radios = getentarray(0, "kzmb","targetname");
}
println("client found "+radios.size+" radios");
array_thread(radios, ::radio_thread );
array_thread(radios, ::radio_advance );
}
start_lights()
{
level waittill ("pl1");
//playsound(0,"turn_on", (0,0,0));
array_thread(getstructarray( "dyn_light", "targetname" ), ::light_sound);
array_thread(getstructarray( "switch_progress", "targetname" ), ::switch_progress_sound);
array_thread(getstructarray( "dyn_generator", "targetname" ), ::generator_sound);
array_thread(getstructarray( "dyn_breakers", "targetname" ), ::breakers_sound);
//array_thread(getstructarray( "perksacola", "targetname" ), ::perks_a_cola_jingle);
//FOR a new 2d Ambience to add on, if needed
//playertrack = clientscripts\_audio::playloopat(0,"players_ambience", (0,0,0));
}
light_sound()
{
if(isdefined( self ) )
{
playsound(0,"light_start", self.origin);
e1 = clientscripts\_audio::playloopat(0,"light",self.origin);
}
}
generator_sound()
{
if(isdefined( self ) )
{
wait(3);
playsound(0, "switch_progress", self.origin);
playsound(0, "gen_start", self.origin);
g1 = clientscripts\_audio::playloopat(0,"gen_loop",self.origin, 1);
}
}
breakers_sound()
{
if(isdefined( self ) )
{
playsound(0, "break_start", self.origin);
b1 = clientscripts\_audio::playloopat(0,"break_loop",self.origin, 2);
}
}
switch_progress_sound()
{
if(isdefined( self.script_noteworthy ) )
{
if( self.script_noteworthy == "1" )
time = .5;
else if( self.script_noteworthy == "2" )
time = 1;
else if( self.script_noteworthy == "3" )
time = 1.5;
else if( self.script_noteworthy == "4" )
time = 2;
else if( self.script_noteworthy == "5" )
time = 2.5;
else
time = 0;
wait(time);
playsound(0, "switch_progress", self.origin);
}
}
/*
run_sparks_loop()
{
while(1)
{
wait(randomfloatrange(4,15));
if (randomfloatrange(0, 1) < 0.5)
{
//playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound(0,"electrical_surge", self.origin);
}
wait(randomintrange(1,4));
}
}
*/
/*
perks_a_cola_jingle()
{
lowhum = clientscripts\_audio::playloopat(0, "perks_machine_loop", self.origin);
self thread play_random_broken_sounds();
while(1)
{
wait(randomfloatrange(40, 120));
level notify ("jingle_playing");
playsound (0, self.script_sound, self.origin);
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
wait (30);
self thread play_random_broken_sounds();
}
}
play_random_broken_sounds()
{
level endon ("jingle_playing");
if (!isdefined (self.script_sound))
{
self.script_sound = "null";
}
if (self.script_sound == "mx_revive_jingle")
{
while(1)
{
wait(randomfloatrange(7, 18));
playsound (0, "broken_random_jingle", self.origin);
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
}
}
else
{
while(1)
{
wait(randomfloatrange(7, 18));
playfx (0, level._effect["electric_short_oneshot"], self.origin);
playsound (0, "electrical_surge", self.origin);
}
}
}
*/
//TELEPORTER
homepad_loop()
{
level waittill( "pap1" );
homepad = getstruct( "homepad_power_looper", "targetname" );
home_breaker = getstruct( "homepad_breaker", "targetname" );
if(isdefined( homepad ))
{
clientscripts\_audio::playloopat( 0, "homepad_power_loop", homepad.origin, 1 );
}
if(isdefined( home_breaker ) )
{
clientscripts\_audio::playloopat( 0, "break_arc", home_breaker.origin, 1 );
}
}
teleport_pad_init( pad ) //Plays loopers on each pad as they get activated, threads the teleportation audio
{
telepad = getstructarray( "telepad_" + pad, "targetname" );
telepad_loop = getstructarray( "telepad_" + pad + "_looper", "targetname" );
homepad = getstructarray( "homepad", "targetname" );
level waittill( "tp" + pad);
array_thread( telepad_loop, ::telepad_loop );
array_thread( telepad, ::teleportation_audio, pad );
array_thread( homepad, ::teleportation_audio, pad );
}
telepad_loop()
{
clientscripts\_audio::playloopat( 0, "power_loop", self.origin, 1 );
}
teleportation_audio( pad ) //Plays warmup and cooldown audio for homepad and telepads
{
teleport_delay = 2;
while(1)
{
level waittill( "tpw" + pad );
if(IsDefined( self.script_sound ))
{
if(self.targetname == "telepad_" + pad) //Sounds play right after each other
{
playsound( 0, self.script_sound + "_warmup", self.origin );
realwait(teleport_delay);
playsound( 0, self.script_sound + "_cooldown", self.origin );
}
if(self.targetname == "homepad") //Sounds wait until 2 seconds before transportation
{
realwait(teleport_delay);
playsound( 0, self.script_sound + "_warmup", self.origin );
playsound( 0, self.script_sound + "_cooldown", self.origin );
}
}
}
}
//***PA System***
//Plays sounds off of PA structs strewn throughout the map
pa_init( pad )
{
pa_sys = getstructarray( "pa_system", "targetname" );
array_thread( pa_sys, ::pa_teleport, pad );
array_thread( pa_sys, ::pa_countdown, pad );
array_thread( pa_sys, ::pa_countdown_success, pad );
}
pa_single_init()
{
pa_sys = getstructarray( "pa_system", "targetname" );
array_thread( pa_sys, ::pa_electric_trap, "bridge" );
array_thread( pa_sys, ::pa_electric_trap, "wuen" );
array_thread( pa_sys, ::pa_electric_trap, "warehouse" );
array_thread( pa_sys, ::pa_level_start );
array_thread( pa_sys, ::pa_power_on );
}
pa_countdown( pad )
{
level endon( "scd" + pad );
while(1)
{
level waittill( "pac" + pad );
playsound( 0, "pa_buzz", self.origin );
self thread pa_play_dialog( "pa_audio_link_start" );
count = 30;
while ( count > 0 )
{
if( count == 20 )
playsound( 0, "pa_audio_link_" + count, self.origin );
if( count == 15 )
playsound( 0, "pa_audio_link_" + count, self.origin );
if( count <= 10 )
playsound( 0, "pa_audio_link_" + count, self.origin );
playsound( 0, "clock_tick_1sec", (0,0,0) );
realwait( 1 );
count--;
}
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_audio_link_fail" );
}
wait(1);
}
pa_countdown_success( pad )
{
level waittill( "scd" + pad );
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
//self pa_play_dialog( "pa_audio_link_yes" );
self pa_play_dialog( "pa_audio_act_pad_" + pad );
}
pa_teleport( pad ) //Plays after successful teleportation, threads cooldown count
{
while(1)
{
level waittill( "tpc" + pad );
wait(1);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_teleport_finish" );
}
}
pa_electric_trap( location )
{
while(1)
{
level waittill( location );
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_trap_inuse_" + location );
realwait(48.5);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self thread pa_play_dialog( "pa_trap_active_" + location );
}
}
pa_play_dialog( alias )
{
if( !IsDefined( self.pa_is_speaking ) )
{
self.pa_is_speaking = 0;
}
if( self.pa_is_speaking != 1 )
{
self.pa_is_speaking = 1;
self.pa_id = playsound( 0, alias, self.origin );
while( SoundPlaying( self.pa_id ) )
{
wait( 0.01 );
}
self.pa_is_speaking = 0;
}
}
teleport_2d() //Plays a 2d sound for a teleporting player 1.7 seconds after activating teleporter
{
while(1)
{
level waittill( "t2d" );
playsound( 0, "teleport_2d_fnt", (0,0,0) );
playsound( 0, "teleport_2d_rear", (0,0,0) );
}
}
power_audio_2d()
{
wait(2);
//Ronstreet script
//playsound( 0, "power_down_2d", (0,0,0) );
level waittill ("pl1");
playsound( 0, "power_up_2d", (0,0,0) );
}
linkall_2d()
{
level waittill( "pap1" );
playsound( 0, "linkall_2d", (0,0,0) );
}
/*
pa_cooldown_count() //Plays lines on 30, 15, and 0
{
cooldown = 60;
while( cooldown > 0 )
{
if(cooldown == 30)
{
playsound( 0, "pa_cooldown_half", self.origin );
}
if(cooldown == 15)
{
playsound( 0, "pa_audio_link_15", self.origin );
}
realwait(1);
cooldown--;
}
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
playsound( 0, "pa_cooldown_end", self.origin );
}
*/
pole_fx_audio_init( pad )
{
pole = getstructarray( "pole_fx_" + pad, "targetname" );
array_thread( pole, ::pole_fx_audio, pad );
}
pole_fx_audio( pad )
{
level waittill( "scd" + pad );
while(1)
{
playfx(0, level._effect["zombie_elec_pole_terminal"], self.origin, anglestoforward( self.angles ) );
playsound(0,"pole_spark", self.origin );
realwait(randomintrange(2,7));
}
}
pa_level_start()
{
wait(2);
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_level_start" );
}
pa_power_on()
{
level waittill ("pl1");
playsound( 0, "pa_buzz", self.origin );
wait(1.2);
self pa_play_dialog( "pa_power_on" );
}[close]
(Image removed from quote.)
also how do I know which version of the .csc i am using ? ???
Theres a version of the script in raw. If one in mods folder is not ticked in Launcher, then raw one will be used




![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
Open clientscript/mapname_amb.csc and do this: Code SnippetPlaintextif(level.first_round == false)
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
instead of having this: Code SnippetPlaintextdeclareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
level.first_round if( isdefined(level.first_round) && level.first_round == false )
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
else
{
level.first_round = false;
}![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Are you sure that:is a default var in .csc? It's in .gsc but that doesn't work i think.. Code SnippetPlaintextlevel.first_round
try doing this instead: Code SnippetPlaintextif( isdefined(level.first_round) && level.first_round == false )
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
else
{
level.first_round = false;
}
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
if(!IsDefined( level.first_round )) level.first_round = true;
if( level.first_round == false )
{
declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("mx_zombie_wave_1", 0, 4);
musicwaittilldone();
}
level.first_round = false;
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
Tried both BluntStuffy and MakeCents 's methods, they have the same result : the start round sound doesn't play anymore, no matter the round number.

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
if(IsDefined(level.eggs) && level.eggs !=1 )
{
if(level.powermusic == 0 )
{
setmusicstate("round_begin");
}
else if(level.powermusic == 1)
{
setmusicstate("round_begin_long");
}
} if(IsDefined(level.eggs) && level.eggs !=1 && level.first_round == false)
{
if(level.powermusic == 0 )
{
setmusicstate("round_begin");
}
else if(level.powermusic == 1)
{
setmusicstate("round_begin_long");
}
}![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |