|
|
Hi,
Musik in der Map ist eigentlich nur da möglich wo der Mapper sie eingefügt hat, also kann das nur derjenige machen der auch im Besitz der .map ist.
(Abgesehen davon sind Maps wo ständig und an jedem Fleck der Map Musik läuft für mich zum kotzen
)
Gruss Thunder
__________________

|
|
|
|
|
N@tur3
***GESPERRT***
 
Dabei seit: 04.11.2007
Beiträge: 26

|
|
Also wenn du die PK3 von irgent einer map hast dann reicht das eigentlich um für die map ein HINTERGRUDNMUSIK einzubauen!!
musst halt nur einen sound,soundaliases und soundloadspecs anlgen mit den entsprechenden .csv scripts!!
soo könnte die soundaliases aussehn(das beispiel is von hh_ratskitchen):
"# If the text in the first column of a row starts with a # character, the row is ignored",,
,,"If the first column for a row is blank, then the row is ignored"
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,
"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,
,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound. If a number, then this sound won't exceed this volume whenever any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps.",,,,,,,,,,,,,
name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,ch
annel,type,probability,loop,masterslave,loadspec,subtitle
null,1,null.wav,,,,,,,,,,,,,
#Ambient Play,,,,,,,,,,,,,,,
ambient_kitty,,ambient/kitty.mp3,,,,,,,local,streamed,,looping,,,
deine sound datei müsste dann kitty.mp3 heißen!! kannst nartürlich auch umbennen !
in deiner Soundloadspec müsstest du dann nur das soundaliases aufrufen !!
müsste so aussehn:
#DEFAULTS
dialog_mp.csv
gmi_dialog_mp.csv
generic_mp_sound.csv
gmi_mp_weap_all_allied.csv
gmi_mp_artillery.csv
ratskitchen_sound.csv
#VEHICLE
gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_ge.csv
gmi_mp_vehicles_us.csv
so die struktur sieht dann so aus
soundaliases -> mapname.csv
soundloadspecs -> mp -> mapname.csv
sound -> kitty.mp3
Hoffe konnte dir bissel weiterhelfen!!
ABer denk dran hintergrund musik nervt schnell spieler!! Un ich würde dir auch abraten musik in irgentwelche maps einzubauen!! du soltest die map schon selber gemacht haben!!!
greeeezzzeee N@tur3
__________________ =========Kontakt Daten===========
Onlinename: //N@tur3~
ICQ: 237-278-724
|
|
|
|
|
|
|
 |
Impressum ||Datenschutzerklärung
|