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FPSC Classic Scripts / Problem with gunspecs (sound)

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Slim Fly
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Posted: 31st Mar 2009 06:19 Edited at: 3rd Apr 2009 22:36
Hi all, I have yet another problem, but this time regarding my sounds.

(problem a couple posts below)
Plystire
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Posted: 31st Mar 2009 07:27
sframe = X,Y

Where X is the animation frame that the sound should start playing at, and Y is the sound number to be played.


I think I see the problem in the gunspec.


In the M4, the retrieve sound is sound number 5 and the putaway sound is sound number 4. In the AK47, these sounds are swapped. However, both of them have their sframes set up roughly the same (VERY roughly)

Try making the sound numbers in your AK47 gunspec match the sound numbers in the M4 gunspec.


The one and only,


Slim Fly
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Posted: 2nd Apr 2009 04:29 Edited at: 3rd Apr 2009 22:28
Thanks Plystire.

So far I've been sucessful with model packs 9 + 10. But for all the model pack 6 weapons, it plays "cock" instead of "putaway". The only guns that don't do this that I know of are the weapons that don't use a cock animation.

Here's an example of a model pack 6 weapon that plays the cock sound at the putaway animation.

At9mm:
Plystire
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Posted: 3rd Apr 2009 01:36
Well, there's more to it than just the sound frames.

Perhaps you can post up the entire gunspec for the At9mm, and the entire gunspec for one of the guns that isn't working properly.


The one and only,


Slim Fly
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Posted: 3rd Apr 2009 03:37 Edited at: 3rd Apr 2009 22:26
Never mind, the at9mm isn't right either.

G3:
Plystire
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Posted: 3rd Apr 2009 09:16
Alright, instead of fixing this for you, i'll try to explain this so you can find problems on your own from now on.

Let's look at the sound frames:

sframe0 = 109,1

This means that sound 1 is going to play at frame 109. Looking at the gunspec, sound 1 is the fire sound. And we can tell WHEN this sound will be played by looking at the animation setups. Animation frame 109 looks to be the starting frame of the "Start fire" animation.

So that sound looks like it will work just fine.

Now, this one:

sframe2 = 14,4

This one is saying that sound 4 will be playing at frame 14. Sound 4 is the "cock.wav" sound in the gunspec. Frame 14.... looks like it is part of the "select" animation. If this sounds wrong to you, then that may be the problem.


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Slim Fly
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Posted: 3rd Apr 2009 22:02 Edited at: 3rd Apr 2009 23:17
Quote: "we can tell WHEN this sound will be played by looking at the animation and sound setups."


O, ok. Now I understand, thank you. Here is my attempt at adding a sound frame:



Edit: The g3 doesn't play the cock sound at the cock animation, and the cock sound is still playing at the putaway animation.

Quote: "Alright, instead of fixing this for you, i'll try to explain this so you can find problems on your own from now on"


That's all I need
Slim Fly
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Posted: 3rd Apr 2009 22:19 Edited at: 3rd Apr 2009 23:01
I know this is off topic, but the entity randomly stops following and I don't know why. The entity will follow me, then will randomly stop moving sometimes. It usually happens when the entity walks into me for a second or so.

Plystire
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Posted: 4th Apr 2009 02:14
Quote: "timergreater=5000"


This part of your follow line tells the scripts that it should ONLY follow the player if the timer is greater than 5000 milliseconds. Perhaps there is another script in your level that is resetting the timer, thus making this condition false?


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Slim Fly
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Posted: 4th Apr 2009 05:34 Edited at: 4th Apr 2009 06:03
Well the entity does follow the player, it just gets stuck sometimes. Especially near weapons and when the entity walks into the player when the player doesn't move. Is there a way to make entitys stay a certain distance away from a player?

I think this might do the trick:



nope, it seems to fail

About other entity collisions, I have no clue.
Plystire
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Posted: 4th Apr 2009 06:38
Well, if the entity follows the player, there should presumably be no collision with other entities... unless the player climbs up onto other entities.


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Slim Fly
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Posted: 4th Apr 2009 09:06
Well if collision isn't the problem, mabey you can find the real problem.



And about those sounds? I still can't come up with a soultion. Even with matching soundframes to their co-orsponding animations.
Plystire
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Posted: 4th Apr 2009 14:09
I think perhaps the entity is getting stuck on the segment seams... it happened a lot before with those type of scripts.


As for the sounds... post the gunspec the doesn't work, and also what doesn't work about it.


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Slim Fly
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Posted: 4th Apr 2009 21:06
Quote: "The g3 doesn't play the cock sound at the cock animation, and the cock sound is still playing at the putaway animation, even though I added the soundframes by looking at the animations. "



Plystire
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Posted: 5th Apr 2009 02:24
Well, the gunspec looks fine to me.

So, it's still not playing the cock sound during the cock animation? Does it play the cock sound at all?


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Slim Fly
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Posted: 5th Apr 2009 21:31 Edited at: 5th Apr 2009 21:56
Quote: "Does it play the cock sound at all?"


I got the cock sound to play at the cock animation, but it still plays the cock sound at the putaway animation.

default original g3 gunspec:



modified gunspecs:

Slim Fly
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Posted: 14th Apr 2009 04:20
still need help.

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