1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

custom sound script not working

Discussion in 'Mapping Questions & Discussion' started by hutty, Jun 3, 2015.

  1. hutty

    aa hutty

    Messages:
    498
    Positive Ratings:
    396
    [​IMG]

    Above is the file structure im working with.

    short version :: I cant get my custom sound script to play through this ambient_generic (the soundscript DOES play using the play button in hammer's ambient generic dialogue)

    long version :: I'm trying to set up some custom sounds for when the final control points are unlocked on uncovered. I used some counters and a logic_compare to get the logic behind the issue working (the onUnlocked output does not work in this case), and that mess targets the gamerules entity to tell it to send a voice over sound.

    The issue is that the gamerules wont take a .wav file because its a picky little bitch and instead wants a soundscript. I've never done soundscript stuff as of yet, so this is a little unfamiliar territory for me. Regardless, I think I have it set up correctly (tied to an ambient generic for quick testing purposes). The raw sound and soundscript will play in hammer, and the raw sound will play via the "play" command in tf2. However, the soundscript doesn't appear to work in tf2.

    So, I don't know what else i'm doing wrong. The ambient generic worked fine with one of volvo senapai's soundscripts, it just doesn't want to touch mine.

    Avatar relevant.
     
  2. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    836
    Normally, problems with soundscripts are shown in the console. If you are loading TF2 via Hammer it will be in debug mode, so check the in-game console.

    Adding your map's soundscript file to the game_sounds_manifest file isn't the best way to roll out a per-map soundscript. If you want your map to pick up your soundscript all you need to do is name it the same as your map filename, with _level_sounds.txt added to the end. So for example if I had a map named cp_big_balls my soundscript file would be named cp_big_balls_level_sounds.txt and would be placed in the maps directory along with the .bsp. Not the scripts dir. Soundscapes go in scripts, soundscripts go in maps.

    The downside of this method is you won't be able to hear the sounds in Hammer. But you could probably still add the soundscript to that list to get that effect. Just make sure you remove it from the list before you publish the map so you can test it.
     
    • Thanks Thanks x 1
  3. hutty

    aa hutty

    Messages:
    498
    Positive Ratings:
    396
    That worked!

    Thanks for the speedy reply.
    (pushes thanks button with the force of 1000 suns)