[BST]Plagegeist
Moin Moin
Da bei mir Custom Sounds laufen, stelle ich mal meine sound.csv und die zone_source.csv zur Verfügung. Dazu habe ich noch im Ordner raw->sound einen eigenen Ordner erstellt mit dem Namen meine Map ( aber ohne mp_ )
sound.csv:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dis
t_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compressi
on,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
#Ambience,,,,,,,,,,,,,,,,,,,,,,,,,
ambient_launchfacility_a_ext0,,ambient/amb_mountain_cold_day0v1_lr.mp3,0.75
,,ambience,,,,,ambient,streamed,,looping,,mp_mapname,,,ambient_launchfacili
ty_a_ext0_sur,,,amb_front,nowetlevel fulldrylevel,0.3,,,,,,mp3
ambient_launchfacility_a_ext0_sur,,ambient/amb_mountain_cold_day0v1_lsrs.mp
3,0.75,,ambience,,,,,ambient,streamed,,looping,,mp_mapname,,,,,,amb_rear,no
wetlevel fulldrylevel,0.3,,,,,,mp3
exp_armor_vehicle_close,1,explosions/exp_metal_armor_veh02.wav,0.85,0.95,ai
rlift,0.9,1,200,4500,effects2,,,,0.7,airlift,,,exp_armor_vehicle_boom,,,,,0
.8,,,,,
javelin_ignition,,weapons/javelin/weap_javelin_ignition_v1.wav,0.99,0.99,na
,0.95,1.05,7,6000,effects1,,,,,mp_mapname,,,,
luke,,doors/door_truck_military_open4.wav,1,1,emitter,1,1,50,500,effects1,s
treamed,,,,mp_mapname,,,,,,,,,,,,,
schiebe_tor,,doors/door_container_push_open1.wav,1,1,emitter,1,1,50,500,eff
ects1,streamed,,,,mp_mapname,,,,,,,,,,,,,
scan_tuer,,mp/mp_oldschool_pickup_01.wav,1,1,emitter,1,1,80,100,effects1,st
reamed,,,,mp_mapname,,,,,,,,,,,,,
elevator1,,mapname/elevator.wav,1,1,emitter,1,1,650,700,effects1,,,,,mp_map
name,,,,,,,,,,
metall_luke,,mapname/door_bunker_open.wav,1,1,emitter,1,1,50,500,effects1,,
,,,mp_mapname,,,,,,,,,,,,,
zone_source.csv:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_mapname.d3dbsp
rawfile,maps/mp/mp_mapname.gsc
rawfile,maps/mp/mp_mapname_fx.gsc
rawfile,maps/createfx/mp_mapname_fx.gsc
include,mptypes_woodland
impactfx,mp_mapname
sound,common,mp_mapname,!all_mp
sound,generic,mp_mapname,!all_mp
sound,voiceovers,mp_mapname,!all_mp
sound,multiplayer,mp_mapname,!all_mp
sound,mp_mapname,mp_mapname,all_mp
xmodel,body_mp_usmc_specops
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,body_mp_usmc_assault
xmodel,body_mp_usmc_support
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
Ich nutze Patch 1.5 und ModTools 1.1
Mal eine Frage. Warum werden einige Zeilen abgehakt?
Da bei mir Custom Sounds laufen, stelle ich mal meine sound.csv und die zone_source.csv zur Verfügung. Dazu habe ich noch im Ordner raw->sound einen eigenen Ordner erstellt mit dem Namen meine Map ( aber ohne mp_ )
sound.csv:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dis
t_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compressi
on,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
#Ambience,,,,,,,,,,,,,,,,,,,,,,,,,
ambient_launchfacility_a_ext0,,ambient/amb_mountain_cold_day0v1_lr.mp3,0.75
,,ambience,,,,,ambient,streamed,,looping,,mp_mapname,,,ambient_launchfacili
ty_a_ext0_sur,,,amb_front,nowetlevel fulldrylevel,0.3,,,,,,mp3
ambient_launchfacility_a_ext0_sur,,ambient/amb_mountain_cold_day0v1_lsrs.mp
3,0.75,,ambience,,,,,ambient,streamed,,looping,,mp_mapname,,,,,,amb_rear,no
wetlevel fulldrylevel,0.3,,,,,,mp3
exp_armor_vehicle_close,1,explosions/exp_metal_armor_veh02.wav,0.85,0.95,ai
rlift,0.9,1,200,4500,effects2,,,,0.7,airlift,,,exp_armor_vehicle_boom,,,,,0
.8,,,,,
javelin_ignition,,weapons/javelin/weap_javelin_ignition_v1.wav,0.99,0.99,na
,0.95,1.05,7,6000,effects1,,,,,mp_mapname,,,,
luke,,doors/door_truck_military_open4.wav,1,1,emitter,1,1,50,500,effects1,s
treamed,,,,mp_mapname,,,,,,,,,,,,,
schiebe_tor,,doors/door_container_push_open1.wav,1,1,emitter,1,1,50,500,eff
ects1,streamed,,,,mp_mapname,,,,,,,,,,,,,
scan_tuer,,mp/mp_oldschool_pickup_01.wav,1,1,emitter,1,1,80,100,effects1,st
reamed,,,,mp_mapname,,,,,,,,,,,,,
elevator1,,mapname/elevator.wav,1,1,emitter,1,1,650,700,effects1,,,,,mp_map
name,,,,,,,,,,
metall_luke,,mapname/door_bunker_open.wav,1,1,emitter,1,1,50,500,effects1,,
,,,mp_mapname,,,,,,,,,,,,,
zone_source.csv:
ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_mapname.d3dbsp
rawfile,maps/mp/mp_mapname.gsc
rawfile,maps/mp/mp_mapname_fx.gsc
rawfile,maps/createfx/mp_mapname_fx.gsc
include,mptypes_woodland
impactfx,mp_mapname
sound,common,mp_mapname,!all_mp
sound,generic,mp_mapname,!all_mp
sound,voiceovers,mp_mapname,!all_mp
sound,multiplayer,mp_mapname,!all_mp
sound,mp_mapname,mp_mapname,all_mp
xmodel,body_mp_usmc_specops
xmodel,body_mp_usmc_sniper
xmodel,head_mp_usmc_tactical_baseball_cap
xmodel,body_mp_usmc_recon
xmodel,body_mp_usmc_assault
xmodel,body_mp_usmc_support
xmodel,body_mp_arab_regular_cqb
xmodel,head_mp_arab_regular_headwrap
xmodel,viewhands_desert_opfor
xmodel,body_mp_arab_regular_sniper
xmodel,head_mp_arab_regular_sadiq
xmodel,body_mp_arab_regular_engineer
xmodel,head_mp_arab_regular_ski_mask
xmodel,body_mp_arab_regular_assault
xmodel,head_mp_arab_regular_suren
xmodel,body_mp_arab_regular_support
xmodel,head_mp_arab_regular_asad
Ich nutze Patch 1.5 und ModTools 1.1
Mal eine Frage. Warum werden einige Zeilen abgehakt?
Zitat: