BosnianArmy

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Posts posted by BosnianArmy


  1. 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.

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  2. 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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  3. 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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  4. 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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  5.  

    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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  6. 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)

     

    9098c00887e775769ca3c6c8eb198cbb.png

     

    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,seconda​ryaliasname,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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  7. 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

    cceb2fc8ea3e9370562b0fd2550e0a64.png

     

    The map with the helicopter mission in zombie mode at the last part I think.

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