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[HELP] MOAB Countdown Timer Sound File

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Опубликовано:
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It should be the same

Don't have IW4 installed. I just have a Nuke sound file saved.

Also, I tried looking through the iw files myself and I've had no luck so far. The console codename for the IW4 Nuke is "specialty_nuke", I'm unsure if the .wav file uses the same name.

Опубликовано:

ui_mp_nukebomb_timer

 

it should be the same which i doubt

 

snd_playLocal "ui_mp_nukebomb_timer"

or

im not good with c# if that is what mods use :S

entity.playSound("ui_mp_nukebomb_timer");

Опубликовано:
I have a project about this (not only portage of the nuke sound from IW4).

I'll let you know if I do somethin'.

You seem to be having a lot of projects lately :3

 

This is true, I'm adding more and more projects, but I have less time than before..

Опубликовано:
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The timer sound is surely not named specialty_nuke. This is a 'beep beep' sound when you earn it afaik :P

Oh, I found the "beep beep" MOAB acquisition sound a long time ago in iw_13 but it seems like the countdown timer seems to elude me every time I look. I've triple checked all iw files and even my English localization files. All I've found so far were this, even the explosion and aftermath sounds of the MOAB (reused files from the Nuke).

 

ui_mp_nukebomb_timer

I still cannot find where this is, though. Thanks, however. I'm almost sure the MW2 version should be the same as a lot of the other sounds were reused and not even renamed. Would you happen to know exactly where this file sits?

Опубликовано:

I didn't start to search the sound file, but if it is hidden in FF files, then it's over.

I used to work on weapon sound modification (which are in FastFile files), and :

1) It was a hard long work

2) Nothing very sucessfull

3) Had to stop due to NTA restrictions about FF (and aCI AFAIK).

Опубликовано:

	SetDvarIfUninitialized( "scr_nukeTimer", 10 );
SetDvarIfUninitialized( "scr_nukeCancelMode", 0 );
SetDvar( "ui_bomb_timer", 4 ); 

	level thread delaythread_nuke( (level.nukeTimer - 3.3), ::nukeSoundIncoming );
level thread delaythread_nuke( level.nukeTimer, ::nukeSoundExplosion );
level thread delaythread_nuke( level.nukeTimer, ::nukeSlowMo );
level thread delaythread_nuke( level.nukeTimer, ::nukeEffects );
level thread delaythread_nuke( (level.nukeTimer + 0.25), ::nukeVision );
level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeDeath );
level thread delaythread_nuke( (level.nukeTimer + 1.5), ::nukeEarthquake );
level thread nukeAftermathEffect();
level thread update_ui_timers();

I think it's:

		clockObject playSound( "ui_mp_nukebomb_timer" );

Опубликовано:
I didn't start to search the sound file, but if it is hidden in FF files, then it's over.

I used to work on weapon sound modification (which are in FastFile files), and :

1) It was a hard long work

2) Nothing very sucessfull

3) Had to stop due to NTA restrictions about FF (and aCI AFAIK).

 

Vital rules:

 

1. Don't touch fastfiles.

Опубликовано:

Vital rules:

 

1. Don't touch fastfiles.

 

>aCI

How is it relevant to ff. Its just not possible to replace sound files that are there, thats it.

3) Had to stop due to NTA restrictions about FF (and aCI AFAIK).

 

Who cares? I touched them. I touched them a lot, but I was more or less succesful.

  • 4 weeks later...
Опубликовано:
  • Автор

Well, I do if you just type this into the console it will play the sound. That's about it, I don't know exactly where it's source is.

/snd_playlocal ui_mp_nukebomb_timer

It tried on IW4 and it works like a charm and I have no idea if it would on IW5 as the console is poo right now.

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