Call of Duty 5: Adding Voiceovers: Difference between revisions
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Arachnofang (talk | contribs) |
Arachnofang (talk | contribs) |
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== csc file == | == csc file == | ||
The very first thing we need to do, is to make sure that you have a mp_yourmapsname.csc in raw/clientscripts/mp, if you do not have one then you need to create one, once you have created one copy and paste these lines into it, you may need to change the team nationalities as well. | |||
<pre> | |||
#include clientscripts\mp\_utility; | |||
main() | |||
{ | |||
// If the team nationalites change in this level's gsc file, | |||
// you must update the team nationality here! | |||
level.allies_team = "marines"; | |||
level.axis_team = "german"; | |||
// _load! | |||
clientscripts\mp\_load::main(); | |||
// clientscripts\mp\mp_yourmapsname_fx::main(); | |||
thread clientscripts\mp\_fx::fx_init(0); | |||
thread clientscripts\mp\_audio::audio_init(0); | |||
// thread clientscripts\mp\mp_yourmapsname_amb::main(); | |||
// This needs to be called after all systems have been registered. | |||
thread waitforclient(0); | |||
println("*** Client : mp_yourmapsname running..."); | |||
} | |||
</pre> |
Revision as of 06:28, 4 July 2010
Adding voiceovers to your map
Adding voiceovers to your map is probably the easiest sounds to add as there is very little involved in the way of editing.
Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies first.
csc file
The very first thing we need to do, is to make sure that you have a mp_yourmapsname.csc in raw/clientscripts/mp, if you do not have one then you need to create one, once you have created one copy and paste these lines into it, you may need to change the team nationalities as well.
#include clientscripts\mp\_utility; main() { // If the team nationalites change in this level's gsc file, // you must update the team nationality here! level.allies_team = "marines"; level.axis_team = "german"; // _load! clientscripts\mp\_load::main(); // clientscripts\mp\mp_yourmapsname_fx::main(); thread clientscripts\mp\_fx::fx_init(0); thread clientscripts\mp\_audio::audio_init(0); // thread clientscripts\mp\mp_yourmapsname_amb::main(); // This needs to be called after all systems have been registered. thread waitforclient(0); println("*** Client : mp_yourmapsname running..."); }