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Do MVM soundscripts work?

Discussion in 'Mapping Questions & Discussion' started by BackSun, May 22, 2020 at 9:20 PM.

  1. BackSun

    BackSun L1: Registered

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    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):
    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 :)
     
  2. Startacker!

    aa Startacker! Writing leaf ambient...

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    TF2 forces a set of level sounds on any map with the mvm_ prefix. This overrules any map-specific level sound files you attempt to use and is hardcoded in the VPK files. It doesn't happen on other prefixes since its only looking for the mvm_ prefix.
     
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  3. BackSun

    BackSun L1: Registered

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    Well, I guess I will just have to change my map's prefix.

    Thanks for the help. :)
     
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