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  • Sounds on map

    Hello all)

    I have a question:
    how i can make a my sound on the map in worldcraft(trigger or entity)

  • #2
    you need a custom progs.dat, IIRC hipnotic supports "play_triggered_sound" and "play_sound"
    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

    syluxman2803

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    • #3
      Originally posted by nahuel View Post
      you need a custom progs.dat, IIRC hipnotic supports "play_triggered_sound" and "play_sound"
      can you give me an example and progs.dat or modify my progs.dat?
      so?
      http://savepic.su/585962.jpg

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      • #4
        Originally posted by st1x51 View Post
        can you give me an example and progs.dat or modify my progs.dat?
        so?
        http://savepic.su/585962.jpg
        Well, you can�t create a new entity for the classic quake only with the map. You need to create a mod with a new progs.dat. The progs.dat is located in quake/yourmod and the maps are located in quake/yourmod/maps. If you want a new progs.dat with new stuff you need compile qc files.
        Baker said:
        First:

        0. Grab fteqccgui.exe

        Download FTE QuakeWorld from SourceForge.net

        and progs 1.06 source code
        http://www.quake-1.com/files/sourcec...s/progs106.zip

        1. Get a decent text editor. I use TextPad but there are a lot of them out there. TextPad - the text editor for Windows RocketGuy (Mr. RQuake guy) uses TextPad.

        Second:

        Probably do this tutorial by MauveBib:
        Quake QC Tutorial 1

        Third:

        Learning any of the Quake modding stuff is going to at times make you feel like an idiot. And you will have questions that make you feel stupid. Ask them anyway. It is part of the normal learning process.

        I still have plenty of stupid questions from time to time and I'd like to think I do know some things.

        You should strongly consider doing a tutorial or 2:

        Inside3D - Quake Modding - Because you can't be outside 3d!

        Finally a couple of hints ...

        1. Learning QuakeC isn't a fast process. It requires a bit of dedication and patience and you'll learn about the limits and the handful of quirks.

        2. As leileilol here said once "QuakeC is all next thinks" and is all about the entities.

        3. In Quake single player, type "edict 1" in the console or "edicts" --- this is the information stored about each entity. Things that are entities: everything that isn't the non-moving part of map --- i.e., players are entities, shamblers, moving rockets, doors and lifts.

        Look in this for common source codes that pertain to multiplayer:

        File Listing

        Like http://quake-1.com/quakec-gallery/xctf_100f-src.zip and http://quake-1.com/quakec-gallery/crctf28k-src.zip and http://quake-1.com/quakec-gallery/casrv13-src.zip (some of these may only compile from frikqcc 2.5 due to "qccx hacks")

        Just for clarity:

        QuakeC is the language of game logic, like RuneQuake or Clan Arena or Capture The Flag. It is compiled into a progs.dat
        the invasion has begun! hide your children, grab the guns, and pack sandwiches.

        syluxman2803

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        • #5
          hmm,thanks man)

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          • #6
            People who want this sort of stuff usually use the "Quoth" mod and simply require people to have Quoth installed to play their map. It's reasonably standard, actually.

            Signs Of Koth

            You can download Quoth from quaddicted, AFAIK.
            Scout's Journey
            Rune of Earth Magic

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