11-10-2007, 02:06 AM | #21 |
[AE] 0112 Ihmhi *SJB
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Okay, I created ff_testmapzorz_level_sounds.txt and put it in the maps folder alongside my map.
It contains: Code:
// game sounds for ff_testmapzorz "ff_testmapzorz.ka_boom" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "*ff_testmapzorz/ka_boom.wav" } My Lua has this line near the top: Code:
PrecacheSound("ff_testmapzorz.ka_boom") Code:
base_wall_trigger = trigger_ff_script:new({ team = Team.kUnassigned, team_name = "neutral" }) function base_wall_trigger:onexplode( explosion_entity ) if IsDetpack( explosion_entity ) then local detpack = CastToDetpack( explosion_entity ) -- GetTeamId() might not exist for buildables, they have their own seperate shit and it might be named differently if detpack:GetTeamId() ~= self.team then OutputEvent( self.team_name .. "_wall", "Kill" ) BroadCastSound ( "ff_testmapzorz.ka_boom" ) BroadCastMessage( "ololololol" ) end end -- I think this is needed so grenades and other shit can blow up here. They won't fire the events, though. return EVENT_ALLOWED end yellow_wall_trigger = base_wall_trigger:new({ team = Team.kYellow, team_name = "yellow" }) green_wall_trigger = base_wall_trigger:new({ team = Team.kGreen, team_name = "green" }) Code:
SV_StartSound: *ff_testmapzorz/ka_boom.wav not precached (0) SV_StartSound: *ff_testmapzorz/ka_boom.wav not precached (0) Code:
// game sounds for ff_testmapzorz "ff_testmapzorz.ka_boom" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_100dB" "wave" "*ff_testmapzorz/ka_boom.wav" } I want to figure out how to get a custom sound to play, but I can not just add lines to existing game files. It has to be seperate files. What if I make a map that I want to release? I need to have files that can be downloaded to the proper directories and have everything work. ):
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