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Posted: July 8th, 2007, 4:47 pm
by Lethal323
Add me to xfire: shadowsniper327

Posted: July 8th, 2007, 6:35 pm
by Lethal323
i tried to help him by him adding me to xfire and my looking at it for my self and I really couldnt figure out what was wrong... Here are all the documents...



GSC:

Code: Select all

main()
{
thread tekst();
thread dustglass();
}
tekst()
{
trigger = getent ("tekst", "targetname");
while(1)
{
trigger waittill ("trigger", user);
user iprintlnbold("Congrats, " + user.name + ", ^1Found The Secret Room!");
wait 2;
user iprintlnbold("^4S^7tay ^4a^7while ^4a^7nd ^4t^7ake a ^4g^7ood ^4l^7ook ^4a^7round");
wait 2;
user iprintlnbold("^1H^7ave ^1F^7un ^1a^7nd ^1E^7njoy ^1w^7ith ^1t^7he ^1m^7usic!");
wait 3;
}
}
dustglass()
{
speaker = getent ("dustglass_speaker","targetname");
trigger = getent ("dustglass_trig","targetname");
while(1)
{
trigger waittill ("trigger");
speaker playsound("dustglass_speaker");
wait(2);
}
}


CSV:

Code: Select all

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0) "
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1) "
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min) "
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1) "
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min) "
,dist_min,"within this distance in inches, the sound is always full volume (default = 120) "
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff. "
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto) "
,type,streamed / loaded (default = loaded)
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1)
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"") "
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave. "
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps. "

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,1,null.wav,,,,,,,,,,,,,

#Superstring,,,,,,,,,,,,,,,
dustglass_speaker,,sounds/superstring.wav,3,3,,,2000,2000,auto,,,nonlooping,,,

Couldnt find anything wrong... It also did this wierd thing were I would like shoot my colt then every 2 seconds it would make the colt noise again... Notice in the GSC its set to wait(2); I changed that to 1 and then every 1 second it would make the colt noise... So something is seriously wrong and way beyond my knowledge



**EDIT** OOPS I POSTED THE WRONG GSC, ITS UPDATED NOW...FORGOT I EDITED IT IN ANOTHER PLACE, I JUST PUT UP THE ORIDGINAL GSC NOT THE NEW ONE

Posted: July 8th, 2007, 6:50 pm
by Luke
Well in the gsc your telling it to play "superstring" but in the csv your alias is "dustglass_speaker" so theres a mismatch.

Posted: July 8th, 2007, 6:58 pm
by Lethal323
EDITED

Posted: July 8th, 2007, 7:41 pm
by Nightmare
The reason that thing is not working is because the sound is not compatible with cod. This has to be a wav file and it has to be mono, not stereo. Add me to x-fire and I can fix this for you.

nightmare377