Call of Duty 5: Sounds: Difference between revisions

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'''Be sure to update your zone file so the sounds are packaged.'''
'''Be sure to update your zone file so the sounds are packaged.'''


*In the CoDWaWCompileTools go to "Level Compiling" tab and "4. Update Zone File".<br>
*Open up your Zone File found in
*To include your sound aliases file type in "sound,mp_yourmapname,,all_mp!".<br>
 
*Now include your sound files with "sound,mp_yourmapname/yoursoundname.wav".<br>
C:\Program Files\Activision\Call of Duty - World at War\zone_source\
 
*To include your sound aliases file type in  
 
sound,mp_yourmapname,,all_mp!
 
*Now include your sound files with  
 
sound,mp_yourmapname/yoursoundname.wav
 
*This assumes your custom sounds are in the folder "mp_yourmapname", if the sounds are not custom then you can skip that step.
*This assumes your custom sounds are in the folder "mp_yourmapname", if the sounds are not custom then you can skip that step.
*Play the map.
*Compile and Play the map.
 
 


From Treyarch's Wiki, modified by ZeRoY
--[[User:Zeroy|Zeroy.]] 14:41, 4 December 2008 (UTC)
[[Category:Call of Duty 5]]
[[Category:Call of Duty 5]]
[[Category:Sounds]]
[[Category:Sounds]]
[[Category:Mapping]]
[[Category:Mapping]]

Revision as of 17:41, 4 December 2008

This tutorial will explain how to had sounds for your Levels using Script_Struct Entities

In Radiant

First you need to create your script_struct entity where you want the origin of the sound to come from.

  • Right click on the grid -> Script -> Struct



  • Now you need to input the required Keys/Values, select the SCript_struct newly created and bring up Entity property window using 'n'



  • Add the following:
classname / script_struct

This is automatically generated by the selection.

targetname / INPUT

INPUT is the name of the sound in your mp_yourmapname.csv file in sound aliases.

script_sound / INPUT

INPUT is the name of the sound in your mp_yourmapname.csv file in sound aliases.

script_label / INPUT

When INPUT is "looper" then the sound starts when it is finished and continues the whole game.
When INPUT is "random" then it will randomly pick what sound to play under the previous tag, there can be more than 1.

If you select random then you also need the following two key / values.

script_wait_max / ###

### is the time in seconds of the max wait time.

script_wait_min / ###

### is the time in seconds of the min wait time.

Another option for Sounds along a line

This would be useful for power lines or wind.

  • First create two script_struct entities at the start and end of the line.
  • Now connect these two entities by Selecting the start script_struct then selecting the other. With both selected press "W" to connect them and a red line should appear with arrows pointing away from the first one selected to the second one.
  • Fill in the source script_struct with these Keys / Values.
''' classname / script_struct'''
''' script_label / line_emitter'''
''' target / auto#'''
  1. will be automatically filled in when you connect them.
''' script_looping / 1'''
''' targetname / INPUT'''
''' script_sound / INPUT'''

Zone File

Be sure to update your zone file so the sounds are packaged.

  • Open up your Zone File found in
C:\Program Files\Activision\Call of Duty - World at War\zone_source\
  • To include your sound aliases file type in
sound,mp_yourmapname,,all_mp!
  • Now include your sound files with

sound,mp_yourmapname/yoursoundname.wav

  • This assumes your custom sounds are in the folder "mp_yourmapname", if the sounds are not custom then you can skip that step.
  • Compile and Play the map.


From Treyarch's Wiki, modified by ZeRoY --Zeroy. 14:41, 4 December 2008 (UTC)