Dutch Haze


(Wezelkrozum) #21

clipweapon: this face blocks bullets etc.
clipmissile: this face blocks missiles (like a panzer and rocketlauncher) but won’t block bullets.


(Blowfish) #22

But isnt blocking bullits enough ? :rolleyes:


(shagileo) #23

Nice skybox :wink:


(Blowfish) #24

You made it ? UJE Niek put it in … :cool:


(shagileo) #25

No, I didn’t, but I just like it. It gives a great atmosphere to your map


(IndyJones) #26

it’s a pain in the ass when you see transparent texture like fence and you just can’t shoot thru it…


(Wezelkrozum) #27

I have experience with that:wink:


(IndyJones) #28

yeah. i often use these ‘bugs’ for cover and then i’m called cheater… :stuck_out_tongue:


(Blowfish) #29

Mmm… I am using just a clip now, so I cant just search and replace it. That would mean manualy chaning all clips around fences :-(.

I am also tweaking the script a bit. Killed the generator sound when it blows, added xp bonuses. Only thing I cant get working is to play a sound when last objective is destroyed. I have this in my script :

playsound sound/dutchhaze-v2/bo45.wav

The sound is ok, I use it for my soundpack. The path is also ok. Maybe the location of it in the script ?

trigger objective1
{
	// Allied disabled objective #1
	wm_objective_status		3 0 2
	wm_objective_status		3 1 1

	// Change the variable within the script so that we can check if someone wins
	accum 1 set 1

	playsound sound/dutchhaze-v2/bo45.wav
	wm_announce	"Allied team has disabled the Lab Doors!"

	// Call function to check if the round has been won
	trigger game_manager checkgame
}

Already tried to add the sound under :

game_manager
{
spawn
{

Just to see if it will play ok at spawn. Any ideas ?


(-SSF-Sage) #30

Playsound doesn’t work on all entities. I’m not exactly sure which ones else than script_mover and iirc misc_gamemodel. There aren’t probably many tho. Use target_speaker, or better yet: ingame speaker


(shagileo) #31

Maybe this can help you too? :

http://splashdamage.com/forums/showthread.php?t=17642&highlight=*venice


(Blowfish) #32

Yeh, enabling and disabling speakers works fine. Just wondered why playsound didnt work. Because I want it to be silent, then play sound when disabled, then be silent again. So I know I can disable, enable, disable speaker… but why no playsound which should be easier :smiley:


(-SSF-Sage) #33

Playsound works only on certain entities, such like script_mover (in the scriptblock of the entity). Too bad you can’t adjust the sound’s range (the range you can hear it at) with playsound, which is fairly small. And also you can’t make it be global with playsound (if that’s what you want).

Playsound is very limited, but works great with things like tanks, gates or such.


(Blowfish) #34

aha…ok. Get it. Well then its disable, enable, disable… or just dont use it :slight_smile:


(Blowfish) #35

Think I am done for version 2.0 now. I am testing it on my panzer server. If all looks ok tomorrow … euhh today … I’ll send the map/waypoints etc to Berzerkr to publish it on wolfmap.de.


(shagileo) #36

can’t wait to give it a try (and see the killer duck)


(Blowfish) #37

Better not jump on it XD. Berzerkr has it now on his website…


(IndyJones) #38

who’s the bitch now?
lol.


(Blowfish) #39

:D:D:D lolzz


(Blowfish) #40

On the the next map, a scrimmap !

Anyone who wants to copy parts for Dutchhaze 2.0 -----> just copy from source. Please put a credit in readme …

http://www.p0wnd.nl:666/temp/dutchhaze-v2-map.zip