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Posted: October 2nd, 2005, 10:50 pm
by Luke
thx for that, but how do i add another sound? i went through the same process as the first, giving the script_model and trigger different targetnames, and updated the csv but the sound doesnt play.
i'm thinking it might be something with the sound script:

Code: Select all

main() 
{ 
   thread message1(); 
   thread message2();
} 

message1() 
{ 
messagetrig = getent ("die_human","targetname"); 
alert = getent ("sound1", "targetname"); 

while(1) 
{ 
messagetrig waittill ("trigger"); 

alert playsound("die"); 

wait 3; 
} 

message2() 
{ 
messagetrig = getent ("laugh","targetname"); 
alert = getent ("sound2", "targetname"); 

while(1) 
{ 
messagetrig waittill ("trigger"); 

alert playsound("laugh"); 

wait 3; 
} 

Posted: October 3rd, 2005, 12:59 am
by Drofder2004
TRy using something other than messagetrig and alert as they are already defined. Although, im not sure if that effects them. Also, it could be the sound, try using the same sound in both thread. If they both play, then the other sound is the problem, if only 1 sound plays, then it could be the sound or the csv.

Posted: October 3rd, 2005, 1:28 pm
by Luke
it works now, but it was conflicting with the testmap leveller sent me, even tho the map names were different, the only thing that were the same were the name of the sound script, and part of the csv. its weird dunno why my map was reading the script from another pk3

Posted: October 3rd, 2005, 2:25 pm
by Drofder2004
Luke wrote:it works now, but it was conflicting with the testmap leveller sent me, even tho the map names were different, the only thing that were the same were the name of the sound script, and part of the csv. its weird dunno why my map was reading the script from another pk3
CoD checks pk3s in order of names from Z to A (that is why you see mods with zzz) if levellers testmap is read before yours (which I presume it is), then the files will be read by CoD before CoD reads yours. That is why files must be unique.

The best thing to do is remove all custom Pk3's while testing/compiling so files do not conflict with others.