- Apr 4, 2019
- 22
- 3
Hi all,
I've been trying to add a soundscript to my map but have been running into difficulty. I have gotten the soundscript to work on several non-MVM maps, so I know that it is formatted correctly, but as soon as I rename it to match an MVM map (my own or otherwise) it stops working.
I have also found that the map prefix doesn't have to be mvm_MAPNAME, the soundscript also ignores maps with the prefixes smvm_MAPNAME or mvms_MAPNAME. I have also found that if I recompile my map without "MVM" in the prefix (and rename the soundscript accordingly) the soundscript works flawlessly.
Do MVM prefixed maps disable custom soundscripts, or is there something else that I need to do that I don't know about?
For those curious, here is the soundscript that I have been using, a slightly edited version of the one found in tr_walkway (since I knew that one worked):
And yes I know that the sound vo/null.wav doesn't actually exist, the console tells me that when the soundscript does work, and if a solution is found I will make sure to have valid sound files for when I include it in my map.
Any help would be greatly appreciated, thanks
I've been trying to add a soundscript to my map but have been running into difficulty. I have gotten the soundscript to work on several non-MVM maps, so I know that it is formatted correctly, but as soon as I rename it to match an MVM map (my own or otherwise) it stops working.
I have also found that the map prefix doesn't have to be mvm_MAPNAME, the soundscript also ignores maps with the prefixes smvm_MAPNAME or mvms_MAPNAME. I have also found that if I recompile my map without "MVM" in the prefix (and rename the soundscript accordingly) the soundscript works flawlessly.
Do MVM prefixed maps disable custom soundscripts, or is there something else that I need to do that I don't know about?
For those curious, here is the soundscript that I have been using, a slightly edited version of the one found in tr_walkway (since I knew that one worked):
Code:
// Disable resupply sound
"Regenerate.Touch"
{
"channel" "CHAN_ITEM"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_NONE"
"pitch" "PITCH_NORM"
"wave" "vo/null.wav"
}
// Disable bots resupply sound
"BaseCombatCharacter.AmmoPickup"
{
"channel" "CHAN_ITEM"
"volume" "1"
"soundlevel" "SNDLVL_75dB"
"wave" "vo/null.wav"
}
"Halloween.HeadlessBossSpawn"
{
"channel" "CHAN_STATIC"
"volume" "1.000"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "vo/null.wav"
}
And yes I know that the sound vo/null.wav doesn't actually exist, the console tells me that when the soundscript does work, and if a solution is found I will make sure to have valid sound files for when I include it in my map.
Any help would be greatly appreciated, thanks