Making Single-Player map, Sound and Loadout problems

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Mapgenorator
CJ Wannabe
CJ Wannabe
Posts: 5
Joined: June 27th, 2013, 3:26 pm

Making Single-Player map, Sound and Loadout problems

Post by Mapgenorator » March 9th, 2014, 2:58 am

I'm trying to make a single-player mission, and yes I know the amount of crap I'm getting in to on this. So far I have two main problems.

The first problem is that my loadout isn't being how I want it to be.

Right now I want my player to only spawn with a BAR, nades and smoke, and my .gsc is currently like this

Code: Select all

#include maps\_utility;
#include maps\_anim;
#include common_scripts\utility;
#include maps\_music;
#include maps\_busing;
#include maps\pacific_callbacks;


main()
{
	level.dodgeloadout = true;
	maps\_load::main();
	set_loadout();
	watersimenable (true);	

//Scripts
	maps\pacific_fx::main();
	maps\pacific_anim::main();
	maps\pacific_amb::main();
	maps\_mgturret::init_mg_animent();
	maps\_banzai::init();
}

set_loadout() 
{ 
 maps\_loadout::add_weapon( "bar" );
 maps\_loadout::add_weapon( "fraggrenade" );
 maps\_loadout::add_weapon( "m8_white_smoke" ); 
 maps\_loadout::set_player_viewmodel("viewmodel_usa_marine_arms");
maps\_loadout::set_player_interactive_hands( "viewmodel_usa_marine_player" );
 } 
The player spawns with the BAR, but also with the default loadout (Garand, colt, and now double the nades and smoke)

I've tried putting in level.player TakeWeapon( "colt" ); in the main() and set_loadout() and both of those return scripting errors when I run the map. Maybe putting that in the wrong place, but the info creating .GSCs for singleplayer is almost non-existent.

The other problem I'm running in to is the Colt and the BAR (as well as many other guns) don't have any sound to them. The Garand does, and there other noises (soldier voices, pain sounds) but it seems to be a mixed bag.

Currently I have in my .csv

Code: Select all

ignore,code_post_gfx
ignore,common

include,bayonet
include,footsteps_sand
include,common_banzai
include,water


col_map_sp,maps/Pacific.d3dbsp

rawfile,maps/Pacific.gsc
rawfile,maps/Pacific_anim.gsc
rawfile,maps/Pacific_amb.gsc
rawfile,maps/Pacific_fx.gsc

sound,common,mak,all_sp
sound,generic,mak,all_sp
sound,voiceovers,mak,all_sp
sound,requests,mak,all_sp
sound,character,mak,all_sp
sound,weapons,mak,all_sp
sound,projectiles,mak,all_sp
sound,us_battlechatter,mak,all_sp
sound,ja_battlechatter,mak,all_sp
sound,physics,mak,all_sp


rawfile,maps/_artillery.gsc

xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
xmodel,weapon_machinegun_tiger
xmodel,weapon_jap_mg_type92_notripod
xmodel,tag_origin
xmodel,tag_origin_animate
xmodel,anim_makin_radiotower_dest
xmodel,anim_makin_ewok_tower
xmodel,weapon_jap_katana_short
xmodel,weapon_jap_katana_long
xmodel,weapon_jap_beating_stick
xmodel,static_makin_cigarette
xmodel,viewmodel_usa_kbar_knife
xmodel,viewmodel_usa_raider_player
xmodel,viewmodel_hands_cloth_raider
xmodel,clutter_makin_flashlight
xmodel,clutter_peleliu_us_helmet
xmodel,anim_makin_hutbeamcollapse
xmodel,anim_peleliu_fly2shed
xmodel,anim_intro_hut_explosion
xmodel,exploding_barrel_test_d
xmodel,weapon_satchel_charge
xmodel,viewmodel_usa_raider_arms
xmodel,viewmodel_usa_raider_player
xmodel,lights_searchlight_guardtower_v2_off
xmodel,static_type94_bed_door_obj
xmodel,weapon_rus_zippo
xmodel,radio_jap_bro
xmodel,weapon_usa_springfield_rifle_scoped

weapon,sp/buffalo_Turret
weapon,sp/thompson
weapon,sp/colt
weapon,sp/type97_frag
weapon,sp/m8_white_smoke
weapon,sp/amtank_turret
weapon,sp/lvt4_gunner
weapon,sp/model3_Turret
weapon,sp/m1garand_bayonet
weapon,sp/m1garand
weapon,sp/bar_bipod_stand
weapon,sp/bar_bipod_crouch
weapon,sp/bar_bipod_prone
weapon,sp/bar
weapon,sp/allied_coaxial_mg
weapon,sp/ray_gun
weapon,sp/type100_smg_nosound
weapon,sp/type100_smg
weapon,sp/type99_lmg
weapon,sp/rocket_barrage
weapon,sp/30cal
weapon,sp/type99_rifle_scoped
weapon,sp/corsair_mg



xanim,ai_mg_shoulder_run2crouch
xanim,ai_mg_shoulder_crouch_idle
xanim,ai_mg_shoulder_run2stand
xanim,ai_mg_shoulder_stand_idle


fx,env/water/fx_water_splash_ripple_puddle
fx,env/water/fx_water_splash_ripple_puddle_med
fx,env/water/fx_water_splash_ripple_puddle_aisle
fx,env/water/fx_water_splash_ripple_line
fx,env/water/fx_water_wake_flow_sm
fx,env/water/fx_water_wake_flow_md
I read on this guy's website

http://www.nieuport.net/gamedev/cod05b.html

about how the sound,weapons,mak,all_sp is tied to the weapons.csv under
\raw\soundaliases and that the "mak" is referenced under the gun sounds. Instead of going through every single gun sound and creating my own tag of "pacific" I simply added "mak" to the gun sounds I wanted, hoping that would make them load with the mak tag. That didn't work at all. Creating a "pacific" tag also doesn't work either.

I've even tried switching it to "oki3" which is naturally tagged under the colt sounds, but my pistol STILL has no sound! I've been working on this for several days and have been doing my research, but I've run into a dead end.

Anyone here have any experience with these problems and know how to fix it? (especially the sound)

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