Door sounds mod. (by Xcom) v.1.3 |
Files | Description | Install | How to use | Notes | Legal | Thanks | Contact |
PACKAGE (top)
After reading all responses from EF BBS, I decided to release this patch as an official mod. This means that it should be started from a bat file. By using this mod you'll be able to make doors and platforms play different sounds instead of default (largedoor). This is the only thing it does! INSTALLATION (top) Remove any previous versions of this mod! Extract all files from this ZIP to EliteForce directory. (Not EF/BaseEF/, just EF directory). Don't forget to check "Use folder names" option in WinZip. HOW TO USE (top) When making a door or paltform in Radiant, open Entity view and add these two settings to the [door/platform] entity:
noise1.....Path to a wav/mp3 file (i.e. sound/movers/doors/hugedoorstart.mp3)
Noise1 is the sound which plays when door starts moving! Noise2 is the sound which plays when door stops moving! (For those who don't know, type noise1 into [Key] field, then type path into [Value] field. Press Enter! The same goes for noise2). You can also load dsound.map in Efradiant to see how it's done! If you interested how it works, open holomatch, bring up the console and type /devmap dsound FUNC_PLAT SPECIAL Func_plat has the same settings as a door (noise1, noise2) plus noise3. Noise3 is used when plaform is moving. If Noise3 is skipped, no sound is used (default). NOTES (top)
Use and distribute freely as long as this ZIP file is intact! If you want to include this QVM as a part of map/mod package, you may distribute any files (you think are necessary) as long as author is mentioned in the credits. The author can't be held responsible for any damage which might be caused by this software! All Trademarks belong to their rightfull owners! SPECIAL THANKS FOR SUPPORT (top) (in alphabetical order) CONTACT (top) Xcom rgstar@hotmail.com http://xcom.eliteforce.net (under construction) |