Adding a Music Cue with Mappadds ?
Adding a Music Cue with Mappadds ?
So i was toying with mapadds and i have to say it's amazing ! thank you so much for puting it in !
So is there anyway to add A .WAV cue through map adds ? just a trigger to play a WAV sound of my choise . . and maybe remove the HL music ?
Thank you for this wonderfull mod !
So is there anyway to add A .WAV cue through map adds ? just a trigger to play a WAV sound of my choise . . and maybe remove the HL music ?
Thank you for this wonderfull mod !
Re: Adding a Music Cue with Mappadds ?
modify or add an ambient_generic entity
Re: Adding a Music Cue with Mappadds ?
Thanks
Could you please give me a "coded" example ?
like
"Ambient_generic"
{
sound\Music.wav
}
So i'm sure i'm doing it properly.
Could you please give me a "coded" example ?
like
"Ambient_generic"
{
sound\Music.wav
}
So i'm sure i'm doing it properly.
Re: Adding a Music Cue with Mappadds ?
This Modifys ANY ambient_generic in a Map to use mysound.wav instead of the one that was specified in the map, see http://wiki.obsidianconflict.net/?title=Mapadd_Scripts for more details in how to modify this code to fit your needs
Code: Select all
map
{
Modify
{
ClassName
{
"ambient_generic"
{
"message" "mysound.wav"
}
}
}
}
Re: Adding a Music Cue with Mappadds ?
In d1_canals_01 for example you have two music cues playing, a dark one where you enter the coridor where the combine beat someone up and another when you go down to the train rails and they throw a burning barreil down the stairs, so if i "modify" which one of those will it replace, or generally all music cues in the level ? and if i want to add rather then modify ?
I've visited the link a hunderd times and learned alot and i'm quite fammiliar with it allready i just didn't see anything about music cues.
Thank you again
I've visited the link a hunderd times and learned alot and i'm quite fammiliar with it allready i just didn't see anything about music cues.
Thank you again
Re: Adding a Music Cue with Mappadds ?
How do i open the .bsp maps ? to see entitey's names i want to change ? including music,
Also it dosent work, i got this
and this is what i wrote in the mapadd
Also it dosent work, i got this
Code: Select all
Attempted to create unknown entity type ClassName!
MapEntity_ParseEntitiesFromTxtFile: Can't init ClassName
Code: Select all
ClassName
{
"ambient_generic"
{
"message" "sound\music\mod\d1_trainstation-a.wav"
"origin" "-5077 -1982 32"
}
}
Re: Adding a Music Cue with Mappadds ?
that is hopefully not everything in that file, esle you did it totally wrong...
also, you can open bsp files with GCFScape and extract the .ent file or decompile the map (if not protected) with VMEX to get the vmf file to look into the map via Hammer
also, you can open bsp files with GCFScape and extract the .ent file or decompile the map (if not protected) with VMEX to get the vmf file to look into the map via Hammer
Re: Adding a Music Cue with Mappadds ?
No of course it's not all the file, i'll include the whole file for your review
i added it under "add" and not "modify" though, i really appreciate your help !
I've been cracking on it for a few days now and can't get it to work.
Code: Select all
d1_trainstation_01
{
Remove
{
ClassName
{
"info_player_start" {}
}
TargetName
{
"barney_door_close_trigger" {}
"razortrain_gate_cop_2" {}
"cage_playerclip" {}
"barney_room_blocker" {}
"trigger_cop_close_door_1" {}
"trigger_barney_close_exitdoor" {}
"barney_room_blocker_2" {}
"train_door_2_counter" {}
"logic_kill_citizens" {}
}
Origin
{
"-14112 -13824 -1140" {}
}
}
Add
{
classname
{
"ambient_generic"
{
"message" "music\mod\d1_trainstation-a.wav"
"origin" "-5077 -1982 32"
}
}
"logic_auto"
{
"spawnflags" "1"
"OnMapSpawn" "logic_start_train,Trigger,,0,-1"
"origin" "-9608.78 -2414.19 51.1139"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -1962.81 -31"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -2053 -31"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -2143 -31"
}
"info_player_deathmatch"
{
"angles" "0 90 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5671 -2144 -31"
}
"info_player_deathmatch"
{
"angles" "0 270 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5671 -1964 -31"
}
"info_player_deathmatch"
{
"angles" "0 90 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5557 -2144 -31"
}
"point_trigger"
{
"spawnflags" "1"
"StartDisabled" "1"
"targetname" "barney_door_close_trigger"
"TriggerOnce" "1"
"TriggerRadius" "293"
"OnStartTouch" "lcs_breakroom_pacer_arms,Resume,,0,-1"
"OnStartTouch" "weapon_point_2,Cancel,,0,-1"
"OnStartTouch" "lcs_cop_introom_preIdle,Start,,0,-1"
"OnStartTouch" "conditions_introom_look,Enable,,0,-1"
"OnStartTouch" "camera_tv_breen,SetOff,,0,-1"
"OnStartTouch" "kleiner_security_camera_1,SetOnAndTurnOthersOff,,0,-1"
"OnStartTouch" "lcs_tv_breencast,Kill,,0,-1"
"OnStartTouch" "ss_citizen_introom_chair,BeginSequence,,0,-1"
"OnStartTouch" "introom_door_2_slot,SetAnimation,open,0,-1"
"OnStartTouch" "introom_door_cop_1,StartScripting,,0,-1"
"OnStartTouch" "weapon_point_1,Cancel,,0,-1"
"origin" "-3684 -514 28"
}
}
Modify
{
ClassName
{
"worldspawn"
{
"disableareaportals" "1"
}
"trigger_changelevel"
{
"spawngroup" "trainstation_02_spawn1"
"transitionradius" "91"
}
}
TargetName
{
"customs_template"
{
"OnEntitySpawned" "razortrain_gate_cop_2,Kill,,1,-1"
}
}
}
SpawnItems
{
"weapon_healer" "1"
}
}
I've been cracking on it for a few days now and can't get it to work.
Re: Adding a Music Cue with Mappadds ?
Well, I'll give you a hint: always make the syntax right and you'll notice the problem, maybe you're now able to see what's wrong, just compare your lines with the rest
Add doesn't use classname targetname or origin, that's something only remove and modify use (but you should know that if you read the mapadd example on the wiki site)
Code: Select all
Add
{
classname
{
"ambient_generic"
{
"message" "music\mod\d1_trainstation-a.wav"
"origin" "-5077 -1982 32"
}
}
"logic_auto"
{
"spawnflags" "1"
"OnMapSpawn" "logic_start_train,Trigger,,0,-1"
"origin" "-9608.78 -2414.19 51.1139"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -1962.81 -31"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -2053 -31"
}
"info_player_deathmatch"
{
"angles" "0 0 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5853 -2143 -31"
}
"info_player_deathmatch"
{
"angles" "0 90 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5671 -2144 -31"
}
"info_player_deathmatch"
{
"angles" "0 270 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5671 -1964 -31"
}
"info_player_deathmatch"
{
"angles" "0 90 0"
"targetname" "trainstation_01_spawn1"
"origin" "-5557 -2144 -31"
}
"point_trigger"
{
"spawnflags" "1"
"StartDisabled" "1"
"targetname" "barney_door_close_trigger"
"TriggerOnce" "1"
"TriggerRadius" "293"
"OnStartTouch" "lcs_breakroom_pacer_arms,Resume,,0,-1"
"OnStartTouch" "weapon_point_2,Cancel,,0,-1"
"OnStartTouch" "lcs_cop_introom_preIdle,Start,,0,-1"
"OnStartTouch" "conditions_introom_look,Enable,,0,-1"
"OnStartTouch" "camera_tv_breen,SetOff,,0,-1"
"OnStartTouch" "kleiner_security_camera_1,SetOnAndTurnOthersOff,,0,-1"
"OnStartTouch" "lcs_tv_breencast,Kill,,0,-1"
"OnStartTouch" "ss_citizen_introom_chair,BeginSequence,,0,-1"
"OnStartTouch" "introom_door_2_slot,SetAnimation,open,0,-1"
"OnStartTouch" "introom_door_cop_1,StartScripting,,0,-1"
"OnStartTouch" "weapon_point_1,Cancel,,0,-1"
"origin" "-3684 -514 28"
}
}
Re: Adding a Music Cue with Mappadds ?
Damn i can't belive i fell for that one, i just acted with understanding that "add" is used to add non-existing emmiters and triggers, and i thought "modify" used to edit existing ones only, well i sorted it out but when i try to trigger the thing it just spams this in the console
I checked the path and files and everything seems to be in order, maybe i need to precach the sound file in some obsidian sound preloading script ? like with the cs_weapon_sounds.txt ?
Code: Select all
EmitAmbientSound: sound note precached: sound\music\mod\d1_trainstation-a.wav
EmitAmbientSound: sound note precached: sound\music\mod\d1_trainstation-a.wav
EmitAmbientSound: sound note precached: sound\music\mod\d1_trainstation-a.wav
Re: Adding a Music Cue with Mappadds ?
Anyone ? Please i really want to sort it out.
-
- prop_physics
- Posts: 158
- Joined: Sat Aug 28, 2010 8:31 pm
- Location: Combine Citadel
- Contact:
Re: Adding a Music Cue with Mappadds ?
fustrun... do you work with ut2004 before? i think i had same name who work on our Banzai mod long ago...
or this remind something: http://z13.invisionfree.com/BanzaiHQ/in ... owtopic=64
or this remind something: http://z13.invisionfree.com/BanzaiHQ/in ... owtopic=64
Re: Adding a Music Cue with Mappadds ?
Yes it's me the composer !
http://www.youtube.com/user/NirShor?feature=mhum
http://www.youtube.com/user/NirShor?feature=mhum
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: Adding a Music Cue with Mappadds ?
The past is not dead. Never is itfustrun wrote:Yes it's me the composer !
http://www.youtube.com/user/NirShor?feature=mhum
That reminds that someday i´ll back to CSS (or by default, CS2).
Re: Adding a Music Cue with Mappadds ?
I guess it doesn't, i actually thought contributing a track to the obsidian conflict menu, i can make another shot at the "Tirage at Dawn" and add another varation of mine to the mix or create something new for for obsidian, havent talked to the developers though ,since i don't know if they'd be intrested.