while messing about with the mg42's included in mp_carentan i was able to play a sound through them and then after more trial and error i was able to spawn() a script_model that plays a sound.
will...
Type: Posts; User: lobolmart
while messing about with the mg42's included in mp_carentan i was able to play a sound through them and then after more trial and error i was able to spawn() a script_model that plays a sound.
will...
i.e. like the bomb in S&D.
i can hack a way to play the sound on all nearby clients, but it's going to be always at full volume and this is an ugly hack as it doesn't make much sense in the...
nope, this doesn't help either:
org linkto(self, "tag_helmet", (0, 0, 0), (0, 0, 0));
i saw the use of .angles for "script_origin" somewhere when googling for this issue and i have tried it already.
also changing the sound to "bomb_tick" or the "american_yes_sir" instead of "whizby",...
yeah, i've tried everything that was proposed here and all sorts of random scenarios that i can think of, including many different sounds and sound alias settings.
has anyone even gotten the COD1...
yes, it is.
yes, if trying out "script_model" with setModel() instead of "script_origin", the entity model is visible (a benzine barrel) and it properly despawns on org delete().
but no sound.
tried the bomb tick sound and a number of other multiplayer sounds, but none of them play via the spawned entity.
from the first post:
just tried adding more time before the loop and between the org playsound(sound); calls. same results.
from the notes in the bundled sound alias files:
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the...
download link for the simple test mod: 1065
unzip it into the root folder of COD1 and start with "CoDMP.exe +set fs_game test +set g_gametype tdm +map mp_carentan"
the mod only changes the...
my bad, that's just a copy/paste typo. doesn't work with self.origin either, as i have tested it many times already.
edit: to be clearer, it doesn't work no matter how the origin of the entity is...
"whizby" is one of the bundled sound aliases.
defined in cod1's pak1.pk3/soundaliases/iw_sound.csv
...
hello,
TL;DR: the common method (way of playing a sound at a location) PlaySoundAtLocation() which uses a "script_origin" entity isn't working for me, for some odd reason.
i do see usage of that...
alright, thanks.
i was able to build the 1.5 version of coextended, which is a promising start.
but i may give up due to the involvement of back-porting to 1.4.
thanks for the responses,
changing the names is a nice-to-have. the ADS is the bigger issue here, since without it the bots are quite useless at aiming. the question is why can't we set cvars for...
hello,
i'm experimenting with COD1 1.4 / COD1:UO 1.51 and the Meatbot v0.2 sources. i've noticed that it's not possible to modify cvars on the test clients (i.e. references obtained via...