script_error


(cementoske) #1

ive got an error in et : G_Script_parse () , Error (line 315) : ’ } ’ expected , end of script found.

// ================================================
game_manager 
{ 
	spawn
	{
		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}
} 

// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "xmap_c1_spawn_axis_music"
		wm_addteamvoiceannounce 1 "xmap_c1_spawn_allies_music"

		wm_teamvoiceannounce 0 "xmap_c1_spawn_axis_music"
		wm_teamvoiceannounce 1 "xmap_c1_spawn_allies_music"

		// *--
/==============================================
neutral_cp_toi
{
	spawn
	{
		wait 50
		accum 0 set 0	// 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged

		trigger self show_previous_cabinet		// Setup teamdoors and correct cabinet
	}

	trigger set_alliedcabinet
	{
		accum 0 set 1			// Allied has been cabinet built
	}

	trigger set_axiscabinet
	{
		accum 0 set 2			// Axis has been cabinet built
	}

	trigger show_previous_cabinet			// Show correct CP state
	{
		accum 0 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet
		accum 0 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet
		accum 0 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet
	}

	trigger show_neutral_cabinet			// Neutral Closed CP
	{
		setstate neutral_cp_closed default
		setstate neutral_cp_closed_model default
	}

	trigger show_allied_cabinet			// Allied damaged CP
	{
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}

	trigger show_axis_cabinet			// Axis damaged CP
	{
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}

	trigger hide_all_cabinet			// Hide all previous CP states
	{
		setstate neutral_cp_closed invisible
		setstate neutral_cp_closed_model invisible
		setstate allied_cp_damaged invisible
		setstate allied_cp_damaged_model invisible
		setstate axis_cp_damaged invisible
		setstate axis_cp_damaged_model invisible
	}
}

// ================================================
allied_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate allied_cp_damaged invisible	// Hide damaged CP model+clip
		setstate allied_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker allied_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker allied_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_alliedcabinet	// Allied cabinet has been built
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ================================================
axis_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate axis_cp_damaged invisible	// Hide damaged CP model+clip
		setstate axis_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker axis_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker axis_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_axiscabinet	// Allied cabinet built
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ============================================================================
// Forward Spawn point - Initially owned by Axis
//
// ============================================================================
forwardspawn1_flag
{
	spawn
	{
		accum 0 set 0			// Who owns flag: 0-Axis, 1-Allied
	}

	trigger axis_capture				// Touched by an Axis player
	{
		accum 0 abort_if_equal 0 		// do Axis own flag?

		accum 0 set 0 			// Axis own the flag
		wm_announce "Axis reclaim the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	0	// Set Axis to forward spawn
	}

	trigger allied_capture				// Touched by an allied player
	{
		accum 0 abort_if_equal 1 		// do Allies own flag?

		accum 0 set 1 			// Allied own the flag
		wm_announce "Allies capture the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}

	trigger force_allied
	{
		accum 0 abort_if_equal 1 		// Do Allies own the flag?
		alertentity forwardspawn1_wobj		// Switch command map marker
		alertentity forwardspawn1_spawns		// Switch all spawnpoints
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}
	trigger kill
	{
		remove				// Remove self (flag model)
	}
}

dynamiteobj1
{
	spawn
	{
		wait 100				// Wait for all entities to spawn
		constructible_class 3			// Dynamite only
	}

	death
	{
		trigger forwardspawn1_flag force_allied 	// Switch forward spawn to Allied ONLY
		trigger forwardspawn1_flag kill		// Remove entities
		setstate forwardspawn1_base invisible	// Remove base of flag

		wm_announce "Allies have destroyed the Gate!!!"
	}
}

scrWall // scriptname of the "func_explosive"-entity 
{ 
   spawn 
   { 
      wait 200 
      constructible_class 3 // 3 for dynamite / 2 for satchel 
   } 
   death 
   { 
      wm_announce "The Generator door has been destroyed!" 
   } 
} 

P.S. : line 316 is the last ’ } ’


(Ifurita) #2

The following portion needs to be inside your spawn { and }

// ----------------------------------- vo ------------------------------------------
wm_addteamvoiceannounce 0 “xmap_c1_spawn_axis_music”
wm_addteamvoiceannounce 1 “xmap_c1_spawn_allies_music”

  wm_teamvoiceannounce 0 "xmap_c1_spawn_axis_music" 
  wm_teamvoiceannounce 1 "xmap_c1_spawn_allies_music" 

  // *-- 

Missing a / here

/==============================================


(cementoske) #3

ahum , ET says error in line 315 :s


(cementoske) #4

i now have this


// ================================================
game_manager 
{ 
	spawn
	{
		wait 1000
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*

                // *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "xmap_c1_spawn_axis_music"
		wm_addteamvoiceannounce 1 "xmap_c1_spawn_allies_music"

		wm_teamvoiceannounce 0 "xmap_c1_spawn_axis_music"
		wm_teamvoiceannounce 1 "xmap_c1_spawn_allies_music"
                // *---------------------------------------------------------------------------------*

	}
} 
		
/==============================================
neutral_cp_toi
{
	spawn
	{
		wait 50
		accum 0 set 0	// 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged

		trigger self show_previous_cabinet		// Setup teamdoors and correct cabinet
	}

	trigger set_alliedcabinet
	{
		accum 0 set 1			// Allied has been cabinet built
	}

	trigger set_axiscabinet
	{
		accum 0 set 2			// Axis has been cabinet built
	}

	trigger show_previous_cabinet			// Show correct CP state
	{
		accum 0 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet
		accum 0 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet
		accum 0 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet
	}

	trigger show_neutral_cabinet			// Neutral Closed CP
	{
		setstate neutral_cp_closed default
		setstate neutral_cp_closed_model default
	}

	trigger show_allied_cabinet			// Allied damaged CP
	{
		setstate allied_cp_damaged default
		setstate allied_cp_damaged_model default
	}

	trigger show_axis_cabinet			// Axis damaged CP
	{
		setstate axis_cp_damaged default
		setstate axis_cp_damaged_model default
	}

	trigger hide_all_cabinet			// Hide all previous CP states
	{
		setstate neutral_cp_closed invisible
		setstate neutral_cp_closed_model invisible
		setstate allied_cp_damaged invisible
		setstate allied_cp_damaged_model invisible
		setstate axis_cp_damaged invisible
		setstate axis_cp_damaged_model invisible
	}
}

// ================================================
allied_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate allied_cp_damaged invisible	// Hide damaged CP model+clip
		setstate allied_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1

		sethqstatus 1 0			// Landmines team warning message
		disablespeaker allied_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate allied_cp_open_model default	// Show open CP model

		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75

		sethqstatus 1 1			// Landmines team warning message
		enablespeaker allied_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_alliedcabinet	// Allied cabinet has been built
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Allied Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
		wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate allied_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Axis team has destroyed the Allied Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_construct"
		wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ================================================
axis_cp_open
{
	spawn
	{
		wait 100
		constructible_class 2			// Dyno+Satchel

		setstate axis_cp_damaged invisible	// Hide damaged CP model+clip
		setstate axis_cp_damaged_model invisible
		trigger self disable_cp_features		// Default charge bar times
	}

	trigger disable_cp_features
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model

		setchargetimefactor 0 soldier 1
		setchargetimefactor 0 lieutenant 1
		setchargetimefactor 0 medic 1
		setchargetimefactor 0 engineer 1
		setchargetimefactor 0 covertops 1

		sethqstatus 0 0			// Landmines team warning message
		disablespeaker axis_cp_sound		// Disable morse code sound
	}

	trigger enable_cp_features
	{
		setstate axis_cp_open_model default	// Show open CP model

		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75

		sethqstatus 0 1			// Landmines team warning message
		enablespeaker axis_cp_sound		// Enable morse code sound
	}

	buildstart final
	{
		trigger neutral_cp_toi hide_all_cabinet	// Hide all previous cabinet states
	}

	built final
	{
		trigger neutral_cp_toi set_axiscabinet	// Allied cabinet built
		trigger self enable_cp_features		// Increase charge bar times

		wm_announce "Axis Command Post constructed. Charge speed increased!"
		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
		wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
		wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}

	decayed final
	{
		setstate axis_cp_open_model invisible	// Hide Open CP model
		trigger neutral_cp_toi show_previous_cabinet	// Show previous cabinet state
	}

	death
	{
		trigger neutral_cp_toi show_previous_cabinet	// Show damaged cabinet state
		trigger self disable_cp_features		// Default charge bar times

		wm_announce "Allied team has destroyed the Axis Command Post!"
		// *----------------------------------- vo ------------------------------------------*
		wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
		wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
		wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
		wm_teamvoiceannounce 1 "allies_hq_compost_construct"
		// *----------------------------------- vo ------------------------------------------*
	}
}

// ============================================================================
// Forward Spawn point - Initially owned by Axis
//
// ============================================================================
forwardspawn1_flag
{
	spawn
	{
		accum 0 set 0			// Who owns flag: 0-Axis, 1-Allied
	}

	trigger axis_capture				// Touched by an Axis player
	{
		accum 0 abort_if_equal 0 		// do Axis own flag?

		accum 0 set 0 			// Axis own the flag
		wm_announce "Axis reclaim the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	0	// Set Axis to forward spawn
	}

	trigger allied_capture				// Touched by an allied player
	{
		accum 0 abort_if_equal 1 		// do Allies own flag?

		accum 0 set 1 			// Allied own the flag
		wm_announce "Allies capture the Forward Spawn!"

		alertentity forwardspawn1_wobj		// Switch command map marker
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}

	trigger force_allied
	{
		accum 0 abort_if_equal 1 		// Do Allies own the flag?
		alertentity forwardspawn1_wobj		// Switch command map marker
		alertentity forwardspawn1_spawns		// Switch all spawnpoints
		setautospawn "Forward Spawn"	1	// Set Allies to forward spawn
	}
	trigger kill
	{
		remove				// Remove self (flag model)
	}
}

dynamiteobj1
{
	spawn
	{
		wait 100				// Wait for all entities to spawn
		constructible_class 3			// Dynamite only
	}

	death
	{
		trigger forwardspawn1_flag force_allied 	// Switch forward spawn to Allied ONLY
		trigger forwardspawn1_flag kill		// Remove entities
		setstate forwardspawn1_base invisible	// Remove base of flag

		wm_announce "Allies have destroyed the Gate!!!"
	}
}

scrWall // scriptname of the "func_explosive"-entity 
{ 
        spawn 

        { 

        wait 200 

        constructible_class 3 // 3 for dynamite / 2 for satchel 

        } 

        death 

        { 

        wm_announce "The Generator door has been destroyed!" 

        } 
} 


(nUllSkillZ) #5

Don’t take the line No. too serious.
I guess the scriptparser don’t check for entites.
So there’s somewhere an opening bracket {.
And if the parser reachs the end of the script it doesn’t find the closing bracket }.
So the parser states that the error is in the last line.
Everytime the last line is reported by the scriptparser.


(cementoske) #6

WTF :stuck_out_tongue: just give me the solution :slight_smile: can you copy the working script here?


(nUllSkillZ) #7

There’s still a

/

missing.

}
}

//==============================================
neutral_cp_toi


(Ifurita) #8

it’s missing the extra ‘/’ in several spots


(cementoske) #9

:s can you copy the full script here :s


(cementoske) #10

[wrong post]


(cementoske) #11

// ================================================
game_manager
{
spawn
{
wait 1000
// ----------------------------------- vo ------------------------------------------
wm_teamvoiceannounce 1 “allies_hq_compost_construct”
wm_addteamvoiceannounce 1 “allies_hq_compost_construct”
wm_teamvoiceannounce 0 “axis_hq_compost_construct”
wm_addteamvoiceannounce 0 “axis_hq_compost_construct”
wm_addteamvoiceannounce 0 “xmap_c1_spawn_axis_music”
wm_addteamvoiceannounce 1 “xmap_c1_spawn_allies_music”
wm_teamvoiceannounce 0 “xmap_c1_spawn_axis_music”
wm_teamvoiceannounce 1 “xmap_c1_spawn_allies_music”
// ---------------------------------------------------------------------------------

}

}

/==============================================
neutral_cp_toi
{
spawn
{
wait 50
accum 0 set 0 // 0=Neutral Closed, 1=Allied Damaged, 2=Axis Damaged

	trigger self show_previous_cabinet		// Setup teamdoors and correct cabinet
}

trigger set_alliedcabinet
{
	accum 0 set 1			// Allied has been cabinet built
}

trigger set_axiscabinet
{
	accum 0 set 2			// Axis has been cabinet built
}

trigger show_previous_cabinet			// Show correct CP state
{
	accum 0 trigger_if_equal 0 neutral_cp_toi show_neutral_cabinet
	accum 0 trigger_if_equal 1 neutral_cp_toi show_allied_cabinet
	accum 0 trigger_if_equal 2 neutral_cp_toi show_axis_cabinet
}

trigger show_neutral_cabinet			// Neutral Closed CP
{
	setstate neutral_cp_closed default
	setstate neutral_cp_closed_model default
}

trigger show_allied_cabinet			// Allied damaged CP
{
	setstate allied_cp_damaged default
	setstate allied_cp_damaged_model default
}

trigger show_axis_cabinet			// Axis damaged CP
{
	setstate axis_cp_damaged default
	setstate axis_cp_damaged_model default
}

trigger hide_all_cabinet			// Hide all previous CP states
{
	setstate neutral_cp_closed invisible
	setstate neutral_cp_closed_model invisible
	setstate allied_cp_damaged invisible
	setstate allied_cp_damaged_model invisible
	setstate axis_cp_damaged invisible
	setstate axis_cp_damaged_model invisible
}

}

i don’t see anything wrong :s


(cementoske) #12

ok it’s working again now


(cementoske) #13

But i want to do this : allies and axis must hear a sound when they spawn so i have these scripts :

xmap.script file :

// ================================================
game_manager
{
spawn
{
wait 1000
// ----------------------------------- vo ------------------------------------------
wm_teamvoiceannounce 1 “allies_hq_compost_construct”
wm_addteamvoiceannounce 1 “allies_hq_compost_construct”
wm_teamvoiceannounce 0 “axis_hq_compost_construct”
wm_addteamvoiceannounce 0 “axis_hq_compost_construct”
wm_addteamvoiceannounce 0 “xmap_c1_spawn_axis_music”
wm_addteamvoiceannounce 1 “xmap_c1_spawn_allies_music”
wm_teamvoiceannounce 0 “xmap_c1_spawn_axis_music”
wm_teamvoiceannounce 1 “xmap_c1_spawn_allies_music”
// ---------------------------------------------------------------------------------

}
}

xmap.sounds file :

xmap_axis_spawn_music
{
sound sound/xmap_c1/spawn_axis.wav
voice
streaming
}

xmap_allies_spawn_music
{
sound sound/xmap_c1/spawn_allies.wav
voice
streaming
}

xmap_allies_end
{
sound sound/xmap_c1/complete_allies.wav
voice
streaming
}

xmap_axis_end
{
sound sound/xmap_c1/failed_axis.wav
voice
streaming
}

  • i putted the sounds in my pk3 / sound / xmap_c1

BUT it isn’t working!!!