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> Создаем МУЗЫКУ!, никаких вмешательств в карту не требуется
Miketheuser
сообщение 12.7.2010, 16:55
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Что-ж.. Что я могу сказать.
БОЛЬШОЙ БАГ когда ты бросаешь молотов в зомби проигрывается рендомный звук.... (сирена, открытие шлузя т.п.)
Маленькое обяснение... Звук горящих зомби, это звук горящих хедкрабов. Почему-то этот звук зарегестрируется не правильно... и snd_rebuildaudiocache не помогает. (может быть я не прав)

И еще я не пробывал этот способ в l4d2, но в опциях worldspawn (properents -> map properents) можно выбрать музыку самим.

Хватит нудных обяснений! Начнем!

Сначала скачайте пример (я его прикрепил)

Всего 5 этапов!

1. Создайте txt файл имя_вашей_карты_level_sounds.txt. Засуньте его в maps (в вашем аддоне).
2. Скопируйте ВСЕ из экзампла (примера) которого я вам дал. (или просто переименуйте)
3. Копируйте имя вашей кампании (в missions.txt параметр NAME).
4. В блокноте нажмите CTRL + H, что-бы заменить XXXX на имя вашей кампании.
5. Проставте все пути к музыке.

Это нужно делать с каждой картой
Ну и все.
Прикрепленные файлы
Прикрепленный файл  _________________level_sounds.rar ( 5,32 килобайт ) Кол-во скачиваний: 40
 


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сообщение 12.7.2010, 16:55
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AGRESSOR
сообщение 20.7.2010, 11:07
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Только "properties", а не "properents"
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GH0ST
сообщение 6.12.2010, 12:01
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Файл не качается ((( Кто нибудь может подробно объяснить о создании муз. сопровождения?
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NightWolf
сообщение 6.12.2010, 15:37
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Цитата(GH0ST @ 6.12.2010, 13:01) *
Файл не качается ((( Кто нибудь может подробно объяснить о создании муз. сопровождения?

Эмм только что скачал и все норм. Может менеджером загрузки качаешь (Download Master) ? Если да, то убери интеграцию в его настройках и перезапусти браузер. Ссылка станет запиленной и все будет норм 27.gif


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GH0ST
сообщение 6.12.2010, 21:46
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Цитата(NightWolf @ 6.12.2010, 15:37) *
Эмм только что скачал и все норм. Может менеджером загрузки качаешь (Download Master) ? Если да, то убери интеграцию в его настройках и перезапусти браузер. Ссылка станет запиленной и все будет норм 27.gif

Опа, правда) Спасибо большое 27.gif
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aNOOBis
сообщение 14.3.2011, 10:15
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Убрал интеграцию... терь ваще не качает... пустая страница... это с браузером может быть связано?
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fake100
сообщение 14.3.2011, 14:38
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В архиве лежал txt, вот его содержание:
имя_вашей _карты_level_sounds.txt

// Description: This is a modder friendly, stripped down and cleaned soundscript for use to easily add
// custom musical cues and sounds to your campaign without all the confusion and fluff.
// It only includes entries related to ONE campaign (yours) instead of EVERY campaign.
// Using my version also fixes a widely known soundscript bug related to using custom soundscripts.
// ie: Flaming zombies alarm sound bug
//
// Almost all comments are my own, and make it so you should perfectly understand what each section does.
// Please give me credit somewhere if you use this to add custom music to your campaign.
//
// Note: This does not include the events required to customize survival map music.
// This is for campaigns only, although you can easily re-add the holdout events if need be.
//
//
// Instructions: 1. Name this file [your_exact_map_name]_level_sounds.txt
// 2. In the missions file of your addon, find the NAME paremeter, and pick a name that has no spaces.
//
// Example: If your maps are l4d_coolcampaign_Forest.bsp, l4d_coolcampaign_Campsite.bsp, etc.. the NAME
// in missions.txt is coolcampaign, and this file is l4d_coolcampaign_Campsite_level_sounds.txt
// 3. Place this file in your addons maps directory.
// 4. BSPZIP or PAKRAT your custom music into EACH map. (Annoying, but required to not force snd_rebuildaudiocache on players)
// Warning: Make sure you set the paths for your bsp sound files so that they are referenced at
// sound/music/your_specific_folder_names
// 5. In notepad, press CTRL + H, to find and replace XXXXX with the same name you used in missions.txt NAME field.
// 6. Replace any wav files with your own, making sure the path does NOT include sound/ director (it's assumed)
// 7. Packadge your campaign into a .VPK and test it out ingame, your custom music should work!
//
// Created by: Adam Sierra
//
// Version 1.0
//////////////



/////////////////////////////////
// This section defines music that plays ONLY on the very first map, and continues playing
// until the player LEAVES the area in the NAV MESH marked as "PLAYER_START"
//
// It is broken into two parts, the intro song for your campaign, and then the normal
// song that you want to be looped when the intro song finishes if the player is STILL
// standing in the safe zone when the intro song finished.
//
// I believe the 'loopstart' should be set to the ending length of time for the intro wav
// so that the filler / looped wav in BaseLoop section knows when to begin playing.
// loopstart can be values such as 50.256 for very fine control of the loop timing.
// That would be 50 seconds and 256 milliseconds.
//
// Normally Valve uses their checkpoint music as the looped filler music after the intro wav.
/////////////////////////////////

// This is for your INTRO music
"Event.MissionStart_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#XXXX/music/здесь вы должны выбрать начальную музыку, которая будет проигрываться в самом начале"
}
GameData
{
"MusicTrack" "checkpoint"
"MusicAutoQueue" "Event.MissionStart_BaseLoop_XXXX"
"MusicPriority" "MEDIUM"
"MusicParameters" "AFTER_DEATH"
"MusicMaster" "PLAY_TO_END"
"MusicMasterTags"
{
"loopStart" "70" // Set this time to when you want the looped version you will define below this section to start. You can just make it the exact length of your intro wav. (You are doing it wrong if you leave it at 0)
}
}
}

// This is the LOOPED version of your INTRO music MINUS the actual intro part in the song
// it begins playing after loopStart you defined above. (make sure this wav has cue points or it might not loop!)
"Event.MissionStart_BaseLoop_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#XXXX/music/здесь вы должны выбрать музыку, которая будет повторятся после начала"
}
GameData
{
"MusicPriority" "MEDIUM"
"MusicTrack" "checkpoint"
"MusicTagTrack" "checkpoint"
"MusicFadeOut" "5.0" // This is how long it takes to fade out of this looped intro once you leave the PLAYER_START nav square.
}
}

/////////////////////////////////
// This section defines music that plays on ALL map loads EXCEPT the very first one.
// (Technical: It only plays when the player spawns on a nav square marked as CHECKPOINT that DOES NOT have PLAYER_START)
// It will stop playing when they leave the area marked as CHECKPOINT
//
// This works exactly the same as above, only you should set it up so that the intro wav is VERY short.
// As an example, the XXXX campaign had loopStart set to only 1.95 seconds.
// This is so that checkpoints don't 'feel' like the begining of the entire campaign, yet still can have a unique intro in the song
// when the map first loads, that doesn't get played over and over. It's kinda overkill professionalism, as you can simply just make
// a song that loops without an intro part in the music itself, set loopStart to 0.01 and just use the same wav for both of these parts.
/////////////////////////////////


// The very short intro version of the looped checkpoint / safehouse music
"Event.CheckPointIntro_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#XXXX/music/здесь вы должны выбрать очень короткое вступление где-то 10 секунд."
GameData
{
"MusicTrack" "checkpoint"
"MusicAutoQueue" "Event.CheckPointBaseLoop_XXXX"
"MusicPriority" "MEDIUM"
"MusicMaster" "PLAY_TO_END"
"MusicMasterTags"
{
"loopStart" "5" // Don't forget to set me! (Should be very short as this isn't the first map of your campaign anymore)
}
}
}


// The actual looped checkpoint / safehouse music that will play right after loopStart (Remember: Cue points!)
"Event.CheckPointBaseLoop_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#XXXX/music/здесь вы должны выбрать звук, который будет повторятся в убежище"
}
GameData
{
"MusicPriority" "MEDIUM"
"MusicTrack" "checkpoint"
"MusicTagTrack" "checkpoint"
"MusicFadeOut" "5.0" // How long it takes to fade out as soon as they leave
}
}

/////////////////////////////////
// This section is for the "Doo DEE DEEEEEEEEEE" flute sound that plays as soon as you leave a checkpoint or player_start area.
// There is a high pitch, and a low pitch version defined below that will be picked randomly for each maps transition from checkpoint to pre-gameplay.
/////////////////////////////////

"Event.LeavingSafety_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "0.4, 0.4"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermS1a.wav"
"wave" "@#music/mob/GermS1b.wav"
}
GameData
{
"MusicDelayTime" "2.0" // This is the delay that the sounds will WAIT before playing, once you step out of safety.
"MusicPriority" "LOW"
"MusicTrack" "overdub"
}
}

/////////////////////////////////
// This section is for the DRUM and 'CLICK CLICK' sounds that play right after the player leaves ANY area marked as CHECKPOINT and PLAYER_START
// It randomly picks either the DRUM, clicking, or the wav file that has both at the same time.
// They should be short bass sounds that introduce the begining of the atmosphere.
// It may also be used to denote just being in a generally safe area.
//
// Note: This is NOT the music that randomly plays throughout your campaign.
// You will set up the actual random music that will play throughout your campaign later in this file...
/////////////////////////////////

"Event.StartAtmosphere_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "0.6, 0.8"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/contagion/DT_Quarantine_01.wav"
"wave" "@#music/contagion/DT_Quarantine_02.wav"
"wave" "@#music/contagion/DT_Quarantine_03.wav"
}
GameData
{
"MusicPriority" "LOW"
"MusicTrack" "safeAmbient"
}
}


//////////////////
// combat music
//////////////////

// This plays a loud and very quick symbol/bass sound. Not exactly sure WHEN..
// im guessing when something critical happens such as being incapped or pounced / boomer biled.
"Event.ZombatIntro"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"

"wave" "@#music/zombat/GatesOfHell.wav"

GameData
{
"MusicTrack" "zombatIntro"
"MusicAutoQueue" "Event.Zombat"
"MusicPriority" "CRITICAL"
}
}

// This plays music that is a drum beat to give the survivors a sense of tension and alert,
// about the incoming horde that is **out of view or range**
"Event.Zombat"
{
"channel" "CHAN_STATIC"
"volume" "0.9"
"soundlevel" "SNDLVL_NONE"

"rndwave"
{
"wave" "@#music/zombat/Horde_01.wav"
"wave" "@#music/zombat/Horde_02.wav"
"wave" "@#music/zombat/Horde_03.wav"
"wave" "@#music/zombat/Horde_04.wav"
}
GameData
{
"MusicTrack" "zombat"
"MusicPriority" "CRITICAL"
"MusicMasterDivTags" "8.0"
"MusicMasterTags"
{
"tag1" "1.033"
"tag2" "2.806"
"tag3" "5.639"
}


}
}


/////////////
// This section defines what the horde music sounds like once the horde is in range and in view,
// AND the survivors are basically kicking the hordes ass with a good portion of their health in the green.
// Basically your team is made up of Rambo's and Chuck Norris's if you hear this during a horde
/////////////
"Event.Zombat_A2"
{
"channel" "CHAN_STATIC"
"volume" "0.7"
"soundlevel" "SNDLVL_NONE"

"rndwave"
{
"wave" "@#music/zombat/slayer/HordeSlayer_01.wav"
"wave" "@#music/zombat/slayer/HordeSlayer_02.wav"
"wave" "@#music/zombat/slayer/HordeSlayer_03.wav"
"wave" "@#music/zombat/slayer/HordeSlayer_04.wav"
}
GameData
{
"MusicTrack" "zombat2"
"MusicTagTrack" "zombat"
"MusicPriority" "CRITICAL"
"MusicMasterDivTags" "4.0"
}
}

/////////////////
// This section defines what the horde music sounds like once the horde is in range and view,
// AND the survivors are not doing so well, mid to low health, and getting hit.
// Basically you are surrounded and getting owned.
////////////////
"Event.Zombat_A3"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"

"rndwave"
{
"wave" "@#music/zombat/danger/HordeDanger_01.wav"
"wave" "@#music/zombat/danger/HordeDanger_02.wav"
"wave" "@#music/zombat/danger/HordeDanger_03.wav"
"wave" "@#music/zombat/danger/HordeDanger_04.wav"

}
GameData
{
"MusicTrack" "zombatMobbed"
"MusicTagTrack" "zombat"
"MusicPriority" "HIGH"
}
}


////////////////////
// All of these events are for when you are hanging on for dear life off a cliff
// Should be straight forward to understand.
////////////////////
"Event.LedgeHangTwoHands"
{
"channel" "CHAN_STATIC"
"volume" "0.8"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/ClingingToHell1.wav"

GameData
{
"MusicTrack" "ledge"
"MusicPriority" "CRITICAL"
"MusicDuckTrackList" "all"
"MusicMaster" "PLAY_SPLIT"
}
}

"Event.LedgeHangOneHand"
{
"channel" "CHAN_STATIC"
"volume" "0.8"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/ClingingToHell2.wav"

GameData
{
"MusicTrack" "ledge"
"MusicPriority" "CRITICAL"
"MusicDuckTrackList" "all"
"MusicMaster" "PLAY_SPLIT"
}
}

"Event.LedgeHangFingers"
{
"channel" "CHAN_STATIC"
"volume" "0.8"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/ClingingToHell3.wav"

GameData
{
"MusicDuckTrackList" "all"
"MusicTrack" "ledge"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"
}
}

// This cue starts exactly 10 seconds before falling as the health meter clicks down.
"Event.LedgeHangAboutToFall"
{
"channel" "CHAN_STATIC"
"volume" "0.8"
"soundlevel" "SNDLVL_NONE"

"wave" "@#music/terror/ClingingToHell4.wav"

GameData
{
"MusicDuckTrackList" "all"
"MusicTrack" "ledge"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"

}
}
"Event.LedgeHangFalling"
{
"channel" "CHAN_STATIC"
"volume" "0.8"
"soundlevel" "SNDLVL_NONE"
"wave" "common/null.wav"

GameData
{
"MusicDuckTrackList" "all"
"MusicTrack" "ledge"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"
}
}

//////////////
// Hits
// NOTE: I never recall ever hearing these 'hit' versions in game.
// But they are basically the same as above, only very short versions, hence the word 'hit'.
/////////////
"Event.LedgeHangTwoHandsHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"

"wave" "music/tags/ClingingToHellHit1.wav"

GameData
{
"MusicTrack" "ledgeHits"
"MusicPriority" "CRITICAL"
}
}

"Event.LedgeHangOneHandHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"

"wave" "music/tags/ClingingToHellHit2.wav"

GameData
{
"MusicTrack" "ledgeHits"
"MusicPriority" "CRITICAL"
}
}

"Event.LedgeHangFingersHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"

"wave" "music/tags/ClingingToHellHit3.wav"

GameData
{
"MusicTrack" "ledgeHits"
"MusicPriority" "CRITICAL"
}
}

// This cue starts exactly 10 seconds before falling as the health meter clicks down.
"Event.LedgeHangAboutToFallHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"

// "wave" "common/null.wav"
"wave" "music/tags/ClingingToHellHit4.wav"

GameData
{
"MusicTrack" "ledgeHits"
"MusicPriority" "CRITICAL"
}
}

///////////////
// Here is some combat sounds when you are being hit while laying on the ground
// Again, pretty straight forward.
//////////////

// Down
// Survivor is down and being beaten by infected
"Event.Down"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/PuddleOfYou.wav"

GameData
{
"MusicTrack" "down"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"
}
}
// Down
// Survivor is down and being beaten by infected
"Event.DownHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/PuddleOfYouHit.wav"

GameData
{
"MusicTrack" "downHits"
"MusicPriority" "CRITICAL"
}
}

// BleedingOut
// This cue starts exactly 10 seconds before death as the health meter clicks down.
"Event.BleedingOut"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/IAmSoCold.wav"

GameData
{
"MusicTrack" "down"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"

}
}
// This cue starts exactly 10 seconds before death as the health meter clicks down.
"Event.BleedingOutHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/IAmSoColdHit.wav"

GameData
{
"MusicTrack" "downHits"
"MusicPriority" "CRITICAL"
}
}

// This cue starts exactly 10 seconds before death as the health meter clicks down.
"Event.BleedingOutEnd"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/TheEnd.wav"

GameData
{
"MusicTrack" "down"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH"
"MusicMaster" "PLAY_SPLIT"

}
}

/////////////////////////////
// Here is the section for music that plays for individual death
// and if your entire team fails the entire mission.
/////////////////////////////

"Event.SurvivorDeath"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/undeath/LeftForDeath.wav"

GameData
{
"MusicTrack" "default"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH"
"MusicMaster" "PLAY_SPLIT"

}
}

"Event.SurvivorDeathHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/LeftForDeathHit.wav"

GameData
{
"MusicTrack" "deathHits"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH"
}
}

"Event.ScenarioLose"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/undeath/Death.wav"

GameData
{
"MusicTrack" "default"
"MusicMaster" "PLAY_TO_END | DONT_DISENGAGE"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH | AFTER_MISSION_END"
}
}

//////////////////
// This section defines the finale music.
// It is broken into 3 parts. (4 if you edit this to work for survival maps)
// FinalStart should NOT be looped. It should just be an indication song of impending doom, or final hold out.
// FinalWave4 is the music that plays for each wave (ignore the fact that it has a 4)
// FinalBattle is the music that plays when the escape vehicle has arrived (and at this point the tanks and zombies don't stop coming)
//////////////////

"Event.FinaleStart"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/the_end/YourOwnFuneral.wav"

GameData
{
"MusicTrack" "default"
"MusicPriority" "HIGH"
}
}


"Event.FinaleWave4"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/the_end/FinalNail.wav"
GameData
{
"MusicTrack" "default"
"MusicPriority" "HIGH"
}
}

"Event.FinalBattle"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/the_end/SkinOnOurTeeth.wav"

GameData
{
"MusicTrack" "default"
"MusicPriority" "HIGH"
"MusicFadeOut" "2.0"
}
}

// Music to play when they beat your entire campaign
"Event.ScenarioWin"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/unalive/TheMonstersWithin.wav"

GameData
{
"MusicTrack" "default"
"MusicMaster" "PLAY_TO_END | DONT_DISENGAGE"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH | AFTER_MISSION_END"
}
}

// Music to play when they beat a specific map/mission in your campaign
"Event.SafeRoom"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/safe/TheMonstersWithout.wav"

GameData
{
"MusicTrack" "default"
"MusicMaster" "PLAY_TO_END | DONT_DISENGAGE"
"MusicPriority" "CRITICAL"
"MusicParameters" "AFTER_DEATH | AFTER_MISSION_END"
}
}

///////////////////////////////// Bosses!! //////////////////////////

// --------------------------------------------------------------------
// TANKS
// --------------------------------------------------------------------
"Event.Tank"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/tank/Tank.wav"

GameData
{
"MusicTrack" "tank"
"MusicPriority" "CRITICAL"
}
}
// tank midpoint
// half way through the finale a tank shows up
"Event.TankMidpoint"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/tank/Taank.wav"

GameData
{
"MusicTrack" "tank"
"MusicPriority" "HIGH"
}
}

// tank brothers
// Before the final zombie battle 2 tanks show up
"Event.TankBrothers"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/tank/Taank.wav"

GameData
{
"MusicTrack" "tank"
"MusicPriority" "HIGH"
}
}

"Event.TankDead"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"

"wave" "common/null.wav"

GameData
{
"MusicTrack" "tank"
}
}

// ----------------------------------------------
// witch
// ----------------------------------------------
"Event.WitchAttack"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/witch/PsychoWitch.wav"

GameData
{
"MusicDuckTrackList" "tank"
"MusicTrack" "witch"
"MusicPriority" "CRITICAL"
}

}
"Event.WitchBurning"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/witch/WitchRoast.wav"


GameData
{
"MusicDuckTrackList" "tank"
"MusicTrack" "witch"
"MusicPriority" "CRITICAL"
}

}

"Event.WitchRage"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_110dB"
"wave" "music/witch/WitchEncroacher.wav"

GameData
{
"MusicTrack" "witch"
"MusicPriority" "CRITICAL"
}
}

"Event.WitchDead"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"

"wave" "common/null.wav"

GameData
{
"MusicTrack" "witch"
}
}

// --------------------------------------------------------------------
// mobbed
// --------------------------------------------------------------------
"Event.Mobbed"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/MobRules.wav"

GameData
{
"MusicTrack" "mobRules"
"MusicDuckTrackList" "all"
"MusicPriority" "HIGH"
}
}
// --------------------------------------------------------------------
// Hunter Pounce
// While being torn apart by a hunter
// --------------------------------------------------------------------
"Event.HunterPounce"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/pzattack/Exenteration.wav"

GameData
{
"MusicTrack" "PZAttack"
"MusicDuckTrackList" "all"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"
}
}
"Event.HunterHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/ExenterationHit.wav"

GameData
{
"MusicTrack" "hunterHits"
// "MusicDuckTrackList" "all"
"MusicPriority" "CRITICAL"
}
}

// --------------------------------------------------------------------
// SMOKER
// While being choked by a smoker
// --------------------------------------------------------------------
"Event.SmokerChoke"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/pzattack/Asphyxiation.wav"

GameData
{
"MusicTrack" "PZAttack"
"MusicDuckTrackList" "all"
"MusicPriority" "CRITICAL"
"MusicMaster" "PLAY_SPLIT"
}
}
"Event.SmokerChokeHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "@#music/tags/AsphyxiationHit.wav"

GameData
{
"MusicTrack" "smokerHits"
"MusicPriority" "CRITICAL"
}
}

"Event.SmokerDrag"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/TongueTied.wav"

GameData
{
"MusicTrack" "PZAttack"
"MusicDuckTrackList" "all"
"MusicPriority" "CRITICAL"
}
}
"Event.SmokerDragHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/TongueTiedHit.wav"

GameData
{
"MusicTrack" "smokerHits"
"MusicDuckTrackList" "all"
"MusicPriority" "CRITICAL"
"MusicParameters" "NO_INTENSITY_TRACK"
}
}

// --------------------------------------------------------------------
// Boomer
// --------------------------------------------------------------------
"Event.VomitInTheFace"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_NONE"
"wave" "@#music/terror/Pukricide.wav"

GameData
{
"MusicTrack" "PZAttack"
"MusicDuckTrackList" "all"
"MusicPriority" "HIGH"
"MusicMaster" "PLAY_SPLIT"
}
}

"Event.BoomerHit"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_100dB"
"wave" "music/tags/PukricideHit.wav"

GameData
{
"MusicTrack" "boomerHits"
"MusicPriority" "CRITICAL"
}
}


// --------------------------------------------------------------------
// Alerts
// --------------------------------------------------------------------
// --------------------------------------------------------------------
// Alerts
// --------------------------------------------------------------------
"Event.BoomerAlertClose"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_110dB"
"wave" "music/bacteria/BoomerBacteria.wav"

GameData
{
"MusicTrack" "BoomerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.BoomerAlert"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_120dB"
"wave" "music/bacteria/BoomerBacteriaS.wav"

GameData
{
"MusicTrack" "BoomerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.BoomerAlertFar"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_125dB"
"wave" "music/bacteria/BoomerBacteriaS.wav"

GameData
{
"MusicTrack" "BoomerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.SmokerAlertClose"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_110dB"
"wave" "music/bacteria/SmokerBacteria.wav"

GameData
{
"MusicTrack" "SmokerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.SmokerAlert"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_120dB"
"wave" "music/bacteria/SmokerBacteriaS.wav"

GameData
{
"MusicTrack" "SmokerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.SmokerAlertFar"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_125dB"
"wave" "music/bacteria/SmokerBacteriaS.wav"

GameData
{
"MusicTrack" "SmokerAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.HunterAlertClose"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_110dB"
"wave" "music/bacteria/HunterBacteria.wav"

GameData
{
"MusicTrack" "HunterAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.HunterAlert"
{
"channel" "CHAN_STATIC"
"volume" "0.7"
"soundlevel" "SNDLVL_115dB"
"wave" "music/bacteria/HunterBacteriaS.wav"

GameData
{
"MusicTrack" "HunterAlert"
"MusicPriority" "CRITICAL"
}
}
"Event.HunterAlertFar"
{
"channel" "CHAN_STATIC"
"volume" "0.7"
"soundlevel" "SNDLVL_120dB"
"wave" "music/bacteria/HunterBacteriaS.wav"

GameData
{
"MusicTrack" "HunterAlert"
"MusicPriority" "CRITICAL"
}
}

///////////////////////////////// Zombies!! //////////////////////////
//------------------------------------------------------------------------
// 1 = ANYWHERE
// 2 = BEHIND
// 3 = ABOVE

// S
"Event.MobSignalS1"
{
"channel" "CHAN_STATIC"
"volume" "0.65, 0.8"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermS1a.wav"
"wave" "@#music/mob/GermS1b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

"Event.MobSignalS2"
{
"channel" "CHAN_STATIC"
"volume" "0.65, 0.8"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermS2a.wav"
"wave" "@#music/mob/GermS2b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

// M
"Event.MobSignalM1"
{
"channel" "CHAN_STATIC"
"volume" "0.6, 0.75"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermM1a.wav"
"wave" "@#music/mob/GermM1b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

"Event.MobSignalM2"
{
"channel" "CHAN_STATIC"
"volume" "0.6, 0.75"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermM2a.wav"
"wave" "@#music/mob/GermM2b.wav"
}

GameData
{ "wave" "@#music/mob/Germ_01_01.wav"

"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

// L
"Event.MobSignalL1"
{
"channel" "CHAN_STATIC"
"volume" "0.55, 0.7"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermL1a.wav"
"wave" "@#music/mob/GermL1b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}
"Event.MobSignalL2"
{
"channel" "CHAN_STATIC"
"volume" "0.55, 0.7"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermL2a.wav"
"wave" "@#music/mob/GermL2b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

// X
"Event.MobSignalX1"
{
"channel" "CHAN_STATIC"
"volume" "0.5, 0.65"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermX1a.wav"
"wave" "@#music/mob/GermX1b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}
"Event.MobSignalX2"
{
"channel" "CHAN_STATIC"
"volume" "0.5, 0.65"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/mob/GermX2a.wav"
"wave" "@#music/mob/GermX2b.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "mobsignal"
}
}

////////////////////
// This section of events is for the 'downtime' music that plays randomly througout your campaign.
// In other words... atmosphere. Pay attention to the different variations.
////////////////////

// Randomly plays during downtime in safe areas
"Event.SafeAtmosphere_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "0.6, 0.8"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/contagion/DA_Quarantine_01.wav"
"wave" "@#music/contagion/DA_Quarantine_02.wav"
"wave" "@#music/contagion/DA_Quarantine_03.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "safeAmbient"
"MusicParameters" "INTENSITY_CELING"
"MusicFadeOut" "1.0"

}
}

// Randomly plays during downtime when you are NOT safe
"Event.DangerAtmosphere_XXXX"
{
"channel" "CHAN_STATIC"
"volume" "0.6, 0.8"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "@#music/contagion/DA_Rabies_01.wav"
"wave" "@#music/contagion/DA_Rabies_02.wav"
"wave" "@#music/contagion/DA_Rabies_03.wav"
"wave" "@#music/contagion/DA_Rabies_04.wav"
"wave" "@#music/contagion/DA_Rabies_05.wav"
"wave" "@#music/contagion/DA_Rabies_06.wav"
"wave" "@#music/contagion/DA_Rabies_07.wav"
"wave" "@#music/contagion/DA_Rabies_08.wav"
"wave" "@#music/contagion/DA_Rabies_09.wav"
"wave" "@#music/contagion/DA_Rabies_10.wav"

"wave" "@#music/contagion/L4D_Rabies_01.wav"
"wave" "@#music/contagion/L4D_Rabies_02.wav"
"wave" "@#music/contagion/L4D_Rabies_03.wav"
"wave" "@#music/contagion/L4D_Rabies_04.wav"
"wave" "@#music/contagion/L4D_Rabies_05.wav"
"wave" "@#music/contagion/L4D_Rabies_06.wav"
"wave" "@#music/contagion/L4D_Rabies_07.wav"
"wave" "@#music/contagion/L4D_Rabies_08.wav"
"wave" "@#music/contagion/L4D_Rabies_09.wav"
"wave" "@#music/contagion/L4D_Rabies_10.wav"
}

GameData
{
"MusicPriority" "LOW"
"MusicTrack" "ambient"
"MusicFadeOut" "1.0"

}
}

//////////////////
// Zombie choir
// These randomly play whenever common infected are nearby.
// They are just short choir sounds. Keep your custom ones very sudtle!!
// WARNING: Do not lower the number of random files used here as it can
// become VERY annoying to hear the same sound over and over
// as these sounds are very common througout your campaign.
/////////////////
"Event.ZombieChoir"
{
"channel" "CHAN_STATIC"
"volume" "1.0"
"soundlevel" "SNDLVL_150dB"

"rndwave"
{
"wave" "music/zombiechoir/ZombieChoir_01.wav"
"wave" "music/zombiechoir/ZombieChoir_02.wav"
"wave" "music/zombiechoir/ZombieChoir_03.wav"
"wave" "music/zombiechoir/ZombieChoir_04.wav"
"wave" "music/zombiechoir/ZombieChoir_05.wav"
"wave" "music/zombiechoir/ZombieChoir_06.wav"
"wave" "music/zombiechoir/ZombieChoir_07.wav"
}
GameData
{
"MusicTrack" "zombiechoir"
"MusicPriority" "CRITICAL"
}
}

////////////////
// Whenever the survivor goes from small rooms/cooridors, to
// large wide open areas, this music will play.
// Usually going to a wide open area like a street has a lot of overturned
// cars on fire, with common infected all over the place and fallen buildings.
// That is why the default wavs are called glimpse of hell and sound like they sound.
// Your perticular campaign may require otherwise depending on the architecture.
////////////////
"Event.LargeAreaRevealed"
{
"channel" "CHAN_STATIC"
"volume" "0.7"
"soundlevel" "SNDLVL_NONE"

"rndwave"
{
"wave" "@#music/glimpse/AGlimpseOfHell_01.wav"
"wave" "@#music/glimpse/AGlimpseOfHell_02.wav"
"wave" "@#music/glimpse/AGlimpseOfHell_03.wav"
}
GameData
{
"MusicTrack" "glimpse"
}
}


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