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does anyone know whats wrong with this script?

Posted: Sun Feb 03, 2008 12:08 pm
by fuzzman

Code: Select all

(script startup music 
  (begin 
   (sound_looping_start scenarios\solo\07a_highcharity\07a_music\07a_07.lsnd)
  )
)
any ideas? it keeps freezing =\

Posted: Sun Feb 03, 2008 12:18 pm
by NotZachary82
is that ".lsnd" necessary? or do i have no clue what im talking about ...

Posted: Sun Feb 03, 2008 12:25 pm
by neodos
Are you sure that the sound is on the mapfile?
Also you can't import the sound file to another map so if you tried that it may be the reason of the freeze.

Posted: Sun Feb 03, 2008 12:31 pm
by NotZachary82
record the sound over the original to fix that ^ =]

Posted: Sun Feb 03, 2008 12:34 pm
by neodos
>_> that doesn't mean anything? how would you record :?
Explain xD

Posted: Sun Feb 03, 2008 12:35 pm
by NotZachary82
Sound Tools!

extracting, recording, injecting

:shock:

Posted: Sun Feb 03, 2008 12:39 pm
by neodos
He wants to play a sound, not record it :?

Posted: Sun Feb 03, 2008 12:44 pm
by NotZachary82
but if it is not originally in the mp map, he will have to record the new one over an original sound. thus, the script could work correctly :evil:

does doctor neodos disagree with my theory?

Posted: Sun Feb 03, 2008 1:31 pm
by neodos
Yes i disagree.

Because we are talking about LOOPING sounds and not snd, H2ST only handle snd! and not lsnd :roll:

Posted: Sun Feb 03, 2008 2:07 pm
by NotZachary82
wtf do you think the dependencies in lsnd tags are? XD

Posted: Sun Feb 03, 2008 2:50 pm
by fuzzman
well actually, ive saved the looping sound from highcharity with entity ue1.6 and injected it into coagulation and then swapped it to play throughout the bsp, it played fine but freezes randomly through out the map, usually when u die. But when i try scrpting it to play, it freezes on black screen.

also ive tried saving different lsnds from other levels, such as the scary ones from 06a_floodzone.map. when i swap the dependencies in the bsp for the lsnd to play, on say Zanzibar, ill play for sometimes a good five to ten minutes and then it will freeze. But it will work flawlessly on other levels, such as headlong.

Posted: Sun Feb 03, 2008 3:02 pm
by neodos
NotZachary82 wrote:wtf do you think the dependencies in lsnd tags are? XD
snd! dependencies but the lsnd is a distinc tag that is setup for a sbsp... that's why it freeze.

Posted: Sun Feb 03, 2008 3:14 pm
by NotZachary82
...

and to think i would win this arguement xD

Posted: Sun Feb 03, 2008 3:15 pm
by fuzzman
neodos wrote:snd! dependencies but the lsnd is a distinc tag that is setup for a sbsp... that's why it freeze.
so if i save one snd! tag seperate from the lsnd, it wont freeze or what? i really want this to work, because i have an awesome flood ai mod on zanzibar, and the scary sounds would complete the mod, but it keeps freezing =\

Posted: Sun Feb 03, 2008 3:34 pm
by Shock120
There was a map made by The Swamp Fox called "Induction" and it had a sound that looped from startup - how was that done?

@ neodos
Could fuzzman use the same technique that TSF used to inject music into maps ? (Whatever that may be :roll: )
Then use a script for looping.

Posted: Sun Feb 03, 2008 3:45 pm
by fuzzman
Shock120 wrote:There was a map made by The Swamp Fox called "Induction" and it had a sound that looped from startup - how was that done?
maybe by scripts, or the method im trying to do.

Posted: Sun Feb 03, 2008 4:09 pm
by NotZachary82
i believe induction used sound scenery ... or am i mistaken?

Posted: Sun Feb 03, 2008 4:15 pm
by Shock120
You are mistaken, :( (I think you are)
It was a music that comes on when Arby & Cheif are together with Gravemind having a chat. (Cutscene)
Levels after.
Chief went back inside High Charity as you go to the dark and infected areas this music is scripted on. (In game) :wink: