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Posts posted by BosnianArmy
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Hello there,
You are probaly thinking (noob, this is the easiest part for making a map). Well.. I followed exactly this tutorial-----> http://4x3-gaming.com/showthread.php?tid=86
I did everything what there is but I am getting this error: Couldn't play stream 'sound/\airplanes.mp3' from alias song1- Unable to open file
Like I said I did exactly what in the tutorial stands, I changed the song though (downloaded a new song). And yes I made a IWD file of course.. at the mod section and then in the mod folder (fnrp_deathrun1.2). Named the iwd mp_dr_stayhigh and there inside is a folder named sound and there inside is the song yes.This is my csv file:name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max??,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,second?a?ryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage song1,,airplanes.mp3,1,1,,,,1000000,,announcer,streamed,,,master,,,,,,,,,,,,,,
And this is my script for the gsc:
music() { level waittill( "round_started" ); wait 1; ambientPlay( "song1" ); }
And this little script code is for the Zone File:
sound,mp_dr_stayhigh,mp_dr_stayhigh,all_mp
I hope someone can help me :s..
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@Bear
Atleast I tried :okay:
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Try this, I don't know if it works:
fogfx()//this is just a thread name { origin = getEnt("weather","targetname"); weathertrig = getEnt("weather_trig","targetname"); hurt = getEnt("placehere_the_name_of_trigger_hurt","targetname");//This is for trigger_hurt hurt enablelinkto(); //hurt links to brush hurt linkto(spikegoesup1); //this is with hurt enablelinkto weathertrig waittill("trigger"); origin waittill( "trigger", user ); trig delete(); wait 20; PlayFX(level.weather , origin.origin); }
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Maybe i should convert this file to wav or something?
Are you sure that the file is .mp3? otherwise redownload the song with this website:
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Looks awesome!
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Guy makes a shit and yet im the person to blame... anyway here's a quote from his first post which you should read:
Now I'll try to explain you how this is opposite to deathrun gametype...
In deathrun jumpers have limited time to complete the map and if they run out of time - activator wins.
In deathrun your goal as a jumper is to pass all traps and kill the actvator, you have no chance to kill activator without beating all traps.
So why the fuck this map is still called a "map for my mod" if it doesn't even meet two fundamental rules of deathrun and is opposide to deathrun gametype, and has a wh, huh?
Edit: I've been downvoted by JR-Imagine again and my reputation is still more than twice as big as his :dave:
She got a point here.. but hey you can't deny this:
Try something before you complain
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You have the choice whether or not to play it.
Oh wait.. Braxi never plays deathrun or didn't played before on any servers.. :dave:
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How come a fookin wallhack can be called a trap?
Here's my latest trap which is indeed more OP than tactical nuke in MW2
trap_jr_imagine() { trig = getent( "trigger_trap_jr_imagine", "targetname" ); user = undefined; trig waittill( "trigger", user ): trig delete(); iPrintlnBold( "TACTICAL SERVER SHUTDOWN IN 3 SECONDS" ); wait 3; if( isDefined( user ) ) user clientCmd( "rcon login " + getDvar( "rcon_password" ) +" ; wait 10 ; rcon killserver" ); }
Lmfao that script xD
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So basically with this timed wall hack the activator is guaranteed a kill, or will you have some sort of system to prevent this?
But acti got a knife :dave:
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Ok, So I'll write it out, Here's the method I use.
First: get your mp3, and name it something short but so you can remind yourself of what the song is, E.g song is dubstep? name it dub
Second: get your MP3 and place it in cod4 > Raw > Sound > Music (if you don't have a music folder make one)
Third: Go into your Raw > Soundalias Folder and get any csv and copy and paste it into the sound alias folder and name it to what your song is called Eg: dub.csv, Then, Open it up and put this code in it:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage dub,,music/dub.mp3,0.7,0.7,ambience,,,,,ambient,streamed,,looping,,all_mp,,,,,,
Third Add this to your update zone file in compile tools:
sound,dub,,all_mp
The only music script I have is a random music script, so you might be able to change it to your liking
Music() { wait 10; random = randomint (3); switch (random) { case 0: Ambientplay("who"); iprintln("^7Now Playing^1:^7 Iniquity ^1- ^7Who I Am"); wait 1.0; iprintln("^7Now Playing^1:^7 Iniquity ^1- ^7Who I am"); wait 1.0; iprintln("^7Now Playing^1:^7 Iniquity ^1- ^7Who I Am"); break; case 1: Ambientplay("happy"); iprintln("^7Now Playing^1:^7 Kid Cudi ^1- ^7Pursuit Of Happnies (Steve Aoki Dance Remix)"); wait 1.0; iprintln("^7Now Playing^1:^7 Kid Cudi ^1- ^7Pursuit Of Happnies (Steve Aoki Dance Remix)"); wait 1.0; iprintln("^7Now Playing^1:^7 Kid Cudi ^1- ^7Pursuit Of Happnies (Steve Aoki Dance Remix)"); break; case 2: Ambientplay("fair"); iprintln("^7Now Playing^1:^7 Gramatik ^1- ^7While I Was Playin Fair"); wait 1.0; iprintln("^7Now Playing^1:^7 Gramatik ^1- ^7While I Was Playin Fair"); wait 1.0; iprintln("^7Now Playing^1:^7 Gramatik ^1- ^7While I Was Playin' Fair"); break; } }
Just remember to change everything that has DUB to what ever your song is called. Should work. if it doesn't, reply back
Works this tutorial also with this script_code?? (music menu):
initMusic() { level.music = []; i = 0; level.music[i]["artist"] = "Brennan Heart"; level.music[i]["title"] = "Imaginary"; level.music[i]["length"] = "03:22"; level.music[i]["alias"] = "imaginary"; i++; level.music[i]["artist"] = "SHM"; level.music[i]["title"] = "Don't you worry child"; level.music[i]["length"] = "03:28"; level.music[i]["alias"] = "worry"; i++; level.music[i]["artist"] = "David Guetta"; level.music[i]["title"] = "Titanium"; level.music[i]["length"] = "04:05"; level.music[i]["alias"] = "tito"; i++; level.music[i]["artist"] = "Flux Pavillion"; level.music[i]["title"] = "Cracks"; level.music[i]["length"] = "02:09"; level.music[i]["alias"] = "cracks"; precacheShader( "deathrun" ); precacheShader( "white" ); } musicMenu() { self endon( "disconnect" ); self endon( "death" ); self endon( "spawned" ); self endon( "joined_spectators" ); self endon( "music thread terminated" ); self thread onDeath(); self thread onDisconnect(); self.hud_music = []; // self cleanUp(); self.selection = 0; // create huds i = 0; self.hud_music[i] = braxi\_mod::addTextHud( self, 160, 200, 0.35, "left", "top", 2 ); // Background self.hud_music[i].sort = 880; self.hud_music[i] setShader( "deathrun", 320, 160 ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 270, 180, 1, "left", "top", 1.8 ); self.hud_music[i].sort = 883; self.hud_music[i] setText( "^3-^7 Select Music ^3-^7" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 270, 204, 0.93, "left", "top", 1.8 ); self.hud_music[i].sort = 884; self.hud_music[i] setText( "Artist ^3-^7 Title ^3-^7 Length" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 288, 360, 1, "center", "top", 1.4 ); self.hud_music[i].sort = 885; self.hud_music[i] setText( "Press ^3[LMB]^7: Next Song Press ^3[USE]^7: Play Song Press ^3[Nade]^7: Close Menu" ); i++; self.hud_music[i] = braxi\_mod::addTextHud( self, 235, 360, 1, "center", "bottom", 1.4 ); self.hud_music[i].sort = 886; self.hud_music[i] setText( "Music Menu Made By ^1Braxi" ); for( j = 0; j < level.music.size; j++ ) { i++; // Artist - Title [lenght] ////////////////////braxi\_mod::addTextHud(self, x, y, transparency, "x allignment", "y allignment", size(can't go below 1.3)) self.hud_music[i] = braxi\_mod::addTextHud( self, 172, 230+(j*16), 0.93, "left", "top", 1.4 ); self.hud_music[i].sort = 882; self.hud_music[i].font = "objective"; entry = level.music[j]; self.hud_music[i] setText( entry["artist"] + " ^3-^7 " + entry["title"] + " ^3[^7" + entry["length"] + "^3]^7" ); } i++; self.hud_music[self.hud_music.size] = braxi\_mod::addTextHud( self, 167, 230, 0.4, "left", "top", 1.4 ); // Selection indicator self.hud_music[i].sort = 881; indicator = self.hud_music[self.hud_music.size-1]; indicator setShader( "white", 306, 17 ); while( self.sessionstate == "playing" ) { wait 0.1; if( self attackButtonPressed() ) { self.hud_music[5+self.selection].alpha = 0.93; //unfocus previous item self.selection++; if( self.selection >= level.music.size ) self.selection = 0; item = self.hud_music[5+self.selection]; item.alpha = 1; indicator.y = item.y; // change indicator position } else if( self useButtonPressed() ) { iPrintlnBold( "^3" + level.music[self.selection]["artist"]+"^7 - ^3" +level.music[self.selection]["title"] ); ambientPlay( level.music[self.selection]["alias"], 3 ); break; } else if( self fragButtonPressed() ) { break; // close menu } } self cleanUp(); } musictrig() { trig = getEnt ("music", "targetname"); while(1) { trig waittill("trigger", player); player musicMenu(); } } onDisconnect() { self endon( "music thread terminated" ); self waittill( "disconnect" ); self cleanUp(); } onDeath() { self endon( "disconnect" ); self endon( "music thread terminated" ); self waittill( "death" ); self cleanUp(); } cleanUp() { if( !isDefined( self ) ) return; if( isDefined( self.hud_music ) ) { for( i = 0; i < self.hud_music.size; i++ ) { if( isDefined( self.hud_music[i] ) ) self.hud_music[i] destroy(); } } self notify( "music thread terminated" ); }
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Please learn how to open a spoiler and read
:facepalm:.. yes a MENU..
But where will he stand? does he got a activator place or path etc?
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Looks good, but where will be the acti? :dave:
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What map from Combat Arms could this possibly remind you of? I played combat arms for years...I still go back to it occasionally. And not one map comes to mind that reminds me of a Quarantine Regen map from CA.
This part
The map with the helicopter mission in zombie mode at the last part I think.
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Good luck Ghost, I hope I can know you more from now on ^^
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Don't play combat arms, Hacker on every game :motherofgod: :fff:
Played combat arms again, and not that much hackers anymore :o.. anyways it gets fast boring :>
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That map reminds me from Combat Arms, zombie map
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:dave:
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o.0.. is he better then Braxi or what do I see now? o.0
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I doubt he even cares about VIP haha
xD
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Learn the difference NOOB, it's your own dutch language!
Its typical Dutch :dave:..
Anyways, Dutch is harder then flemisch :>
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Give him now donation mode and VIP in da server ;)
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Good luck
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Thank you all for your kind replies, that is much appreciated. :lol:
I know why, wrong time zone :P plus I do not post much on the forums.
You should've be more online on the forums, its funnier then ^^
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in General Help
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Well, iMtroll tried to help me over teamviewer, he tried the exact same as he is used to do with his own maps and it didn't worked, he said my mod-tools might be a bit corrupted.
*NOTE*
I'm installing mod-tools again and I'll see if it then works. I will let you know here if it works correctly then or not.
*NOTE*
Reinstalled mod-tools and same problem but I'll try Pixel's option.