Return to Castle Wolfenstein mod for MOHAA

Started by Soares93, November 16, 2014, 07:00:01 AM

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Soares93

Hey guys, how are you? Can you tell me if its possible to make a mod that opens the doors ingame slowlly without making sounds by pressing the "run/walk" and the "use" keys together trough the means of .scr files? The silenced weapons pack already helps alot in single player but when i open the doors the npcs come running to the source of the sound that the door makes, alerting them and blowing my cover.

Cobra {sfx}

#46
Hey Soares, hows it going?
Is this for Moh?  If so you could turn the AI's sound awareness off with a trigger near the doors but thats not stealthy really, the doors/triggers would need a little change from ...
$door playsound open_door
to
$door stopplaysound

... and the same for close door sound. LeBabouine could help you with the doors a bit more i think because they need targetnamed so you can do them individually linked to 1 check thread, LeB has been giving the doors targetnames, he will probably post here about them.

Maybe detect your walk key....


$player_Stealth = 0 // After level waittill spawn
//Some trigger over your door area ...
spawn trigger_multiple targetname "Stealth_Check" origin "X X X" setsize ( 100 100 100 ) //Adjust as needed
$Stealth_Check setthread Shhh
end

Shhh:
local.player = parm.other
if (parm.other.walkheld==0)
{
$player_Stealth == 0
end
}
if (parm.other.walkheld==1)
{
$player_Stealth == 1
}
if ($door istouching self)  // Might work without targetnames needed :)
{
self nottriggerable // Triggered so Disable the Trigger
$door unlock
$door stopplaysound
$player_Stealth == 0
wait 5 // Give the door time to close - adjust as needed
self triggerable // Enable the detect trigger again
end
}

end

So it would just need a trigger that covers both sides of the doors a few feet and the trigger linked to the door triggers playsound line to play sound ... or not, itll need a tweak / tested but that seems the easiest way, might not need a targetname either, you also need to include the door closing sound and the door click sound, try with the above it may stop all the door sounds in one go.

Sleep? What is that?

Soares93

Ok, thanks Cobra, I'll test it as soon as possible. But still, aren't any commands that can tell the door the speed it should open/close? or that is only reserved to .skc files?

Cobra {sfx}

Yes you should be able to change the time, either by hex editing or Targetnaming the doors so you can over-ride the door script ... but why would you change the time they opened and closed?

Hers a door from Southern France taken out of the .map ....

"wait" "1.0"
"spawnflags" "0"
"classname" "func_rotatingdoor"
"alwaysaway" "1"
"time" "0.8"// <--- looks guilty to me ;)
"angle" "90"
Sleep? What is that?

Soares93

Because it makes sense if you want to move quietly you open the door very slowly in order not to make a sound and alert the enemy. It wouldn't look very good in game you slam the door and no sound is made.

Cobra {sfx}

The stopplaysound stops all the door sounds but yes, your right for the visuals on it, try .4 ;)
Sleep? What is that?

Soares93

hey guys, could you help me with the following? I was looking for a mod that makes the sniper scope move/swing when activated and i found rock's realism mod in AAAA, i tried to rip that specific part of the mod but i simply don't know enough about scripting to do it, so i was wondering if one of you could do it for me and then send me the file or upload it to AAAA.

Cobra {sfx}

#52
The files you need are Breathe.scr, Scope.scr and View.scr  Breathe.scr is executed from within state files (mike_torso.st) as is Scope.scr, im not sure where view.scr is executed from, dont see it in the state files ...

http://www.mods-r-us.net/index.php?action=tpmod;dl=get2

Didnt realise they were Giffes until i read the files
Sleep? What is that?