Results 1 to 10 of 10
  1. #1
    pizza127's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    home
    Posts
    268
    Reputation
    10
    Thanks
    13
    My Mood
    Yeehaw

    smartass in here

    Hey I would like slow motion as last kill with sniper mod but with the timescale command it gets kinda laggy but i was in a mod on alteriwnet it was i quess,,, there was killcam slow motion without lagg.. uhm.. anybody know how to do or any link/post of it


    ty..



    off topic: why it says i am from new zealand?!? I AM NOT!
    Last edited by pizza127; 05-01-2011 at 04:59 PM.

  2. #2
    sdm's Avatar
    Join Date
    Aug 2010
    Gender
    male
    Posts
    169
    Reputation
    10
    Thanks
    8
    My Mood
    Angelic
    On my mod, when u do a headshot the slow motion begins for 3 seconds.
    http://www.mpgh.net/forum/308-call-d...dtime-mod.html

  3. #3
    pizza127's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    home
    Posts
    268
    Reputation
    10
    Thanks
    13
    My Mood
    Yeehaw
    ya i know tht but i want always and only in killcams..

  4. #4
    sdm's Avatar
    Join Date
    Aug 2010
    Gender
    male
    Posts
    169
    Reputation
    10
    Thanks
    8
    My Mood
    Angelic
    oh, when the man is killed he will see the kill cam in slow motion but the other players no?

  5. #5
    pizza127's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    home
    Posts
    268
    Reputation
    10
    Thanks
    13
    My Mood
    Yeehaw
    yes.. so its killcam slow motion only. i know its possible i seen it somewhere

  6. #6
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,540
    My Mood
    Angelic
    Quote Originally Posted by pizza127 View Post
    yes.. so its killcam slow motion only. i know its possible i seen it somewhere
    ever thinked about looking in the GSC RIP Collection?

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A

  7. #7
    Yamato's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Posts
    839
    Reputation
    13
    Thanks
    152
    My Mood
    Amazed

  8. #8
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,540
    My Mood
    Angelic
    Here is the File:

    _music_and_dialog.gsc <::name the GSC file to that.

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	
    	game["music"]["spawn_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "spawn_music";
    	game["music"]["defeat_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "defeat_music";
    	game["music"]["victory_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "victory_music";
    	game["music"]["winning_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "winning_music";
    	game["music"]["losing_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "losing_music";
    	game["voice"]["allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "1mc_";
    
    	game["music"]["spawn_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "spawn_music";
    	game["music"]["defeat_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "defeat_music";
    	game["music"]["victory_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "victory_music";
    	game["music"]["winning_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "winning_music";
    	game["music"]["losing_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "losing_music";
    	game["voice"]["axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "1mc_";
    	
    	game["music"]["defeat"] 			= "mp_defeat";
    	game["music"]["victory_spectator"] 	= "mp_defeat";
    	game["music"]["winning_time"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_time"] 		= "mp_time_running_out_losing";
    	game["music"]["winning_score"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_score"] 		= "mp_time_running_out_losing";
    	game["music"]["victory_tie"] 		= "mp_defeat";
    	
    	game["music"]["suspense"] = [];
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_01";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_02";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_03";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_04";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_05";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_06";
    
    	game["dialog"]["mission_success"] = "mission_success";
    	game["dialog"]["mission_failure"] = "mission_fail";
    	game["dialog"]["mission_draw"] = "draw";
    
    	game["dialog"]["round_success"] = "encourage_win";
    	game["dialog"]["round_failure"] = "encourage_lost";
    	game["dialog"]["round_draw"] = "draw";
    	
    	// status
    	game["dialog"]["timesup"] = "timesup";
    	game["dialog"]["winning_time"] = "winning";
    	game["dialog"]["losing_time"] = "losing";
    	game["dialog"]["winning_score"] = "winning_fight";
    	game["dialog"]["losing_score"] = "losing_fight";
    	game["dialog"]["lead_lost"] = "lead_lost";
    	game["dialog"]["lead_tied"] = "tied";
    	game["dialog"]["lead_taken"] = "lead_taken";
    	game["dialog"]["last_alive"] = "lastalive";
    
    	game["dialog"]["boost"] = "boost";
    
    	if ( !isDefined( game["dialog"]["offense_obj"] ) )
    		game["dialog"]["offense_obj"] = "boost";
    	if ( !isDefined( game["dialog"]["defense_obj"] ) )
    		game["dialog"]["defense_obj"] = "boost";
    	
    	game["dialog"]["hardcore"] = "hardcore";
    	game["dialog"]["highspeed"] = "highspeed";
    	game["dialog"]["tactical"] = "tactical";
    
    	game["dialog"]["challenge"] = "challengecomplete";
    	game["dialog"]["promotion"] = "promotion";
    
    	game["dialog"]["bomb_taken"] = "acheive_bomb";
    	game["dialog"]["bomb_lost"] = "bomb_taken";
    	game["dialog"]["bomb_defused"] = "bomb_defused";
    	game["dialog"]["bomb_planted"] = "bomb_planted";
    
    	game["dialog"]["obj_taken"] = "securedobj";
    	game["dialog"]["obj_lost"] = "lostobj";
    
    	game["dialog"]["obj_defend"] = "obj_defend";
    	game["dialog"]["obj_destroy"] = "obj_destroy";
    	game["dialog"]["obj_capture"] = "capture_obj";
    	game["dialog"]["objs_capture"] = "capture_objs";
    
    	game["dialog"]["hq_located"] = "hq_located";
    	game["dialog"]["hq_enemy_captured"] = "hq_captured";
    	game["dialog"]["hq_enemy_destroyed"] = "hq_destroyed";
    	game["dialog"]["hq_secured"] = "hq_secured";
    	game["dialog"]["hq_offline"] = "hq_offline";
    	game["dialog"]["hq_online"] = "hq_online";
    
    	game["dialog"]["move_to_new"] = "new_positions";
    
    	game["dialog"]["push_forward"] = "pushforward";
    
    	game["dialog"]["attack"] = "attack";
    	game["dialog"]["defend"] = "defend";
    	game["dialog"]["offense"] = "offense";
    	game["dialog"]["defense"] = "defense";
    
    	game["dialog"]["halftime"] = "halftime";
    	game["dialog"]["overtime"] = "overtime";
    	game["dialog"]["side_switch"] = "switching";
    
    	game["dialog"]["flag_taken"] = "ourflag";
    	game["dialog"]["flag_dropped"] = "ourflag_drop";
    	game["dialog"]["flag_returned"] = "ourflag_return";
    	game["dialog"]["flag_captured"] = "ourflag_capt";
    	game["dialog"]["flag_getback"] = "getback_ourflag";
    	game["dialog"]["enemy_flag_bringhome"] = "enemyflag_tobase";
    	game["dialog"]["enemy_flag_taken"] = "enemyflag";
    	game["dialog"]["enemy_flag_dropped"] = "enemyflag_drop";
    	game["dialog"]["enemy_flag_returned"] = "enemyflag_return";
    	game["dialog"]["enemy_flag_captured"] = "enemyflag_capt";
    
    	game["dialog"]["capturing_a"] = "capturing_a";
    	game["dialog"]["capturing_b"] = "capturing_b";
    	game["dialog"]["capturing_c"] = "capturing_c";
    	game["dialog"]["captured_a"] = "capture_a";
    	game["dialog"]["captured_b"] = "capture_c";
    	game["dialog"]["captured_c"] = "capture_b";
    
    	game["dialog"]["securing_a"] = "securing_a";
    	game["dialog"]["securing_b"] = "securing_b";
    	game["dialog"]["securing_c"] = "securing_c";
    	game["dialog"]["secured_a"] = "secure_a";
    	game["dialog"]["secured_b"] = "secure_b";
    	game["dialog"]["secured_c"] = "secure_c";
    
    	game["dialog"]["losing_a"] = "losing_a";
    	game["dialog"]["losing_b"] = "losing_b";
    	game["dialog"]["losing_c"] = "losing_c";
    	game["dialog"]["lost_a"] = "lost_a";
    	game["dialog"]["lost_b"] = "lost_b";
    	game["dialog"]["lost_c"] = "lost_c";
    
    	game["dialog"]["enemy_taking_a"] = "enemy_take_a";
    	game["dialog"]["enemy_taking_b"] = "enemy_take_b";
    	game["dialog"]["enemy_taking_c"] = "enemy_take_c";
    	game["dialog"]["enemy_has_a"] = "enemy_has_a";
    	game["dialog"]["enemy_has_b"] = "enemy_has_b";
    	game["dialog"]["enemy_has_c"] = "enemy_has_c";
    
    	game["dialog"]["lost_all"] = "take_positions";
    	game["dialog"]["secure_all"] = "positions_lock";
    
    	game["dialog"]["destroy_sentry"] = "dest_sentrygun";
    	game["music"]["nuke_music"] = "nuke_music";
    
    	game["dialog"]["sentry_gone"] = "sentry_gone";
    	game["dialog"]["sentry_destroyed"] = "sentry_gone";
    	game["dialog"]["ti_gone"] = "ti_cancelled";
    	game["dialog"]["ti_destroyed"] = "ti_blocked";
    	
    	level thread onPlayerConnect();
    	level thread onLastAlive();
    	level thread musicController();
    	level thread onGameEnded();
    	level thread onRoundSwitch();
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill ( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread finalKillcamMusic();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon ( "disconnect" );
    
    	self waittill( "spawned_player" );
    
    	if ( !level.splitscreen || level.splitscreen && !isDefined( level.playedStartingMusic ) )
    	{
    		self playLocalSound( game["music"]["spawn_" + self.team] );
    		
    
    		if ( level.splitscreen )
    			level.playedStartingMusic = true;
    	}
    
    	if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
    		self leaderDialogOnPlayer( "gametype" );
    
    	gameFlagWait( "prematch_done" );
    
    	if ( self.team == game["attackers"] )
    		self leaderDialogOnPlayer( "offense_obj", "introboost" );
    	else
    		self leaderDialogOnPlayer( "defense_obj", "introboost" );
    }
    
    
    onLastAlive()
    {
    	level endon ( "game_ended" );
    
    	level waittill ( "last_alive", player );
    	
    	if ( !isAlive( player )	)
    		return;
    	
    	player leaderDialogOnPlayer( "last_alive" );
    }
    
    
    onRoundSwitch()
    {
    	level waittill ( "round_switch", switchType );
    
    	switch( switchType )
    	{
    		case "halftime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "halftime" );
    			break;
    		case "overtime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "overtime" );
    			break;
    		default:
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "side_switch" );
    			break;
    	}
    }
    
    
    onGameEnded()
    {
    	level thread roundWinnerDialog();
    	level thread gameWinnerDialog();
    	
    	level waittill ( "game_win", winner );
    	
    	if ( isDefined( level.nukeDetonated ) )
    	{
    		if ( !level.splitScreen )
    			playSoundOnPlayers( game["music"]["nuke_music"] );
    		else
    			level.players[0] playLocalSound( game["music"]["nuke_music"] );
    			
    		return;
    	}
    
    	if ( level.teamBased )
    	{
    		if ( level.splitscreen )
    		{
    			if ( winner == "allies" )
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    			else if ( winner == "axis" )
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    			else
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    		}
    		else
    		{
    			if ( winner == "allies" )
    			{
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    				playSoundOnPlayers( game["music"]["defeat_axis"], "axis" );
    			}
    			else if ( winner == "axis" )
    			{
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    				playSoundOnPlayers( game["music"]["defeat_allies"], "allies" );
    			}
    			else
    			{
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    			}
    		}
    	}
    	else
    	{
    		foreach ( player in level.players )
    		{
    			if ( player.pers["team"] != "allies" && player.pers["team"] != "axis" )
    				player playLocalSound( game["music"]["nuke_music"] );			
    			else if ( isDefined( winner ) && player == winner )
    				player playLocalSound( game["music"]["victory_" + player.pers["team"] ] );
    			else if ( !level.splitScreen )
    				player playLocalSound( game["music"]["defeat_" + player.pers["team"] ] );
    		}
    	}
    }
    
    
    roundWinnerDialog()
    {
    	level waittill ( "round_win", winner );
    
    	delay = level****undEndDelay / 4;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "round_success", "allies" );
    		leaderDialog( "round_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "round_success", "axis" );
    		leaderDialog( "round_failure", "allies" );
    	}
    }
    
    
    gameWinnerDialog()
    {
    	level waittill ( "game_win", winner );
    	
    	delay = level.postRoundTime / 2;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "mission_success", "allies" );
    		leaderDialog( "mission_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "mission_success", "axis" );
    		leaderDialog( "mission_failure", "allies" );
    	}
    	else
    	{
    		leaderDialog( "mission_draw" );
    	}	
    }
    
    
    musicController()
    {
    	level endon ( "game_ended" );
    	
    	if ( !level.hardcoreMode )
    		thread suspenseMusic();
    	
    	level waittill ( "match_ending_soon", reason );
    	assert( isDefined( reason ) );
    
    	if ( getWatchedDvar( "roundlimit" ) == 1 || game["roundsPlayed"] == (getWatchedDvar( "roundlimit" ) - 1) )
    	{	
    		if ( !level.splitScreen )
    		{
    			if ( reason == "time" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_time", "allies" );
    						leaderDialog( "losing_time", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_time", "axis" );
    						leaderDialog( "losing_time", "allies" );
    					}
    				}
    				else
    				{
    					if ( !level.hardcoreMode )
    						playSoundOnPlayers( game["music"]["losing_time"] );
    	
    					leaderDialog( "timesup" );
    				}
    			}	
    			else if ( reason == "score" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_score", "allies" );
    						leaderDialog( "losing_score", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_score", "axis" );
    						leaderDialog( "losing_score", "allies" );
    					}
    				}
    				else
    				{
    					winningPlayer = maps\mp\gametypes\_gamescore::getHighestScoringPlayer();
    					losingPlayers = maps\mp\gametypes\_gamescore::getLosingPlayers();
    					excludeList[0] = winningPlayer;
    
    					if ( !level.hardcoreMode )
    					{
    						winningPlayer playLocalSound( game["music"]["winning_" + winningPlayer.pers["team"] ] );
    						
    						foreach ( otherPlayer in level.players )
    						{
    							if ( otherPlayer == winningPlayer )
    								continue;
    								
    							otherPlayer playLocalSound( game["music"]["losing_" + otherPlayer.pers["team"] ] );							
    						}
    					}
    	
    					winningPlayer leaderDialogOnPlayer( "winning_score" );
    					leaderDialogOnPlayers( "losing_score", losingPlayers );
    				}
    			}
    			
    			level waittill ( "match_ending_very_soon" );
    			leaderDialog( "timesup" );
    		}
    	}
    	else
    	{
    		if ( !level.hardcoreMode )
    			playSoundOnPlayers( game["music"]["losing_allies"] );
    
    		leaderDialog( "timesup" );
    	}
    }
    
    
    suspenseMusic()
    {
    	level endon ( "game_ended" );
    	level endon ( "match_ending_soon" );
    	
    	numTracks = game["music"]["suspense"].size;
    	for ( ;; )
    	{
    		wait ( randomFloatRange( 60, 120 ) );
    		
    		playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] ); 
    	}
    }
    
    
    finalKillcamMusic()
    {
    	self waittill ( "showing_final_killcam" );
    	
    //	self playLocalSound( game["music"]["winning"] );
    }
    And here you add the Slow Motion Code.
    finalKillcamMusic()
    {
    self waittill ( "showing_final_killcam" );
    //Slow motion code
    // self playLocalSound( game["music"]["winning"] );
    }

    NB: I an not sure if this works, but this is what I could find without testing it.

    Quote Originally Posted by Yamato View Post
    Maybe to this instead. As Yamato said.


    Mine is mostly like wrong.
    Last edited by Jorndel; 05-02-2011 at 05:32 AM.

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A

  9. #9
    pizza127's Avatar
    Join Date
    Apr 2010
    Gender
    male
    Location
    home
    Posts
    268
    Reputation
    10
    Thanks
    13
    My Mood
    Yeehaw
    Quote Originally Posted by jorndel View Post
    Here is the File:

    _music_and_dialog.gsc <::name the GSC file to that.

    Code:
    #include common_scripts\utility;
    #include maps\mp\_utility;
    #include maps\mp\gametypes\_hud_util;
    
    init()
    {
    	
    	game["music"]["spawn_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "spawn_music";
    	game["music"]["defeat_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "defeat_music";
    	game["music"]["victory_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "victory_music";
    	game["music"]["winning_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "winning_music";
    	game["music"]["losing_allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "losing_music";
    	game["voice"]["allies"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "allies" ) + "1mc_";
    
    	game["music"]["spawn_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "spawn_music";
    	game["music"]["defeat_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "defeat_music";
    	game["music"]["victory_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "victory_music";
    	game["music"]["winning_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "winning_music";
    	game["music"]["losing_axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "losing_music";
    	game["voice"]["axis"] = maps\mp\gametypes\_teams::getTeamVoicePrefix( "axis" ) + "1mc_";
    	
    	game["music"]["defeat"] 			= "mp_defeat";
    	game["music"]["victory_spectator"] 	= "mp_defeat";
    	game["music"]["winning_time"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_time"] 		= "mp_time_running_out_losing";
    	game["music"]["winning_score"] 		= "mp_time_running_out_winning";
    	game["music"]["losing_score"] 		= "mp_time_running_out_losing";
    	game["music"]["victory_tie"] 		= "mp_defeat";
    	
    	game["music"]["suspense"] = [];
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_01";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_02";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_03";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_04";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_05";
    	game["music"]["suspense"][game["music"]["suspense"].size] = "mp_suspense_06";
    
    	game["dialog"]["mission_success"] = "mission_success";
    	game["dialog"]["mission_failure"] = "mission_fail";
    	game["dialog"]["mission_draw"] = "draw";
    
    	game["dialog"]["round_success"] = "encourage_win";
    	game["dialog"]["round_failure"] = "encourage_lost";
    	game["dialog"]["round_draw"] = "draw";
    	
    	// status
    	game["dialog"]["timesup"] = "timesup";
    	game["dialog"]["winning_time"] = "winning";
    	game["dialog"]["losing_time"] = "losing";
    	game["dialog"]["winning_score"] = "winning_fight";
    	game["dialog"]["losing_score"] = "losing_fight";
    	game["dialog"]["lead_lost"] = "lead_lost";
    	game["dialog"]["lead_tied"] = "tied";
    	game["dialog"]["lead_taken"] = "lead_taken";
    	game["dialog"]["last_alive"] = "lastalive";
    
    	game["dialog"]["boost"] = "boost";
    
    	if ( !isDefined( game["dialog"]["offense_obj"] ) )
    		game["dialog"]["offense_obj"] = "boost";
    	if ( !isDefined( game["dialog"]["defense_obj"] ) )
    		game["dialog"]["defense_obj"] = "boost";
    	
    	game["dialog"]["hardcore"] = "hardcore";
    	game["dialog"]["highspeed"] = "highspeed";
    	game["dialog"]["tactical"] = "tactical";
    
    	game["dialog"]["challenge"] = "challengecomplete";
    	game["dialog"]["promotion"] = "promotion";
    
    	game["dialog"]["bomb_taken"] = "acheive_bomb";
    	game["dialog"]["bomb_lost"] = "bomb_taken";
    	game["dialog"]["bomb_defused"] = "bomb_defused";
    	game["dialog"]["bomb_planted"] = "bomb_planted";
    
    	game["dialog"]["obj_taken"] = "securedobj";
    	game["dialog"]["obj_lost"] = "lostobj";
    
    	game["dialog"]["obj_defend"] = "obj_defend";
    	game["dialog"]["obj_destroy"] = "obj_destroy";
    	game["dialog"]["obj_capture"] = "capture_obj";
    	game["dialog"]["objs_capture"] = "capture_objs";
    
    	game["dialog"]["hq_located"] = "hq_located";
    	game["dialog"]["hq_enemy_captured"] = "hq_captured";
    	game["dialog"]["hq_enemy_destroyed"] = "hq_destroyed";
    	game["dialog"]["hq_secured"] = "hq_secured";
    	game["dialog"]["hq_offline"] = "hq_offline";
    	game["dialog"]["hq_online"] = "hq_online";
    
    	game["dialog"]["move_to_new"] = "new_positions";
    
    	game["dialog"]["push_forward"] = "pushforward";
    
    	game["dialog"]["attack"] = "attack";
    	game["dialog"]["defend"] = "defend";
    	game["dialog"]["offense"] = "offense";
    	game["dialog"]["defense"] = "defense";
    
    	game["dialog"]["halftime"] = "halftime";
    	game["dialog"]["overtime"] = "overtime";
    	game["dialog"]["side_switch"] = "switching";
    
    	game["dialog"]["flag_taken"] = "ourflag";
    	game["dialog"]["flag_dropped"] = "ourflag_drop";
    	game["dialog"]["flag_returned"] = "ourflag_return";
    	game["dialog"]["flag_captured"] = "ourflag_capt";
    	game["dialog"]["flag_getback"] = "getback_ourflag";
    	game["dialog"]["enemy_flag_bringhome"] = "enemyflag_tobase";
    	game["dialog"]["enemy_flag_taken"] = "enemyflag";
    	game["dialog"]["enemy_flag_dropped"] = "enemyflag_drop";
    	game["dialog"]["enemy_flag_returned"] = "enemyflag_return";
    	game["dialog"]["enemy_flag_captured"] = "enemyflag_capt";
    
    	game["dialog"]["capturing_a"] = "capturing_a";
    	game["dialog"]["capturing_b"] = "capturing_b";
    	game["dialog"]["capturing_c"] = "capturing_c";
    	game["dialog"]["captured_a"] = "capture_a";
    	game["dialog"]["captured_b"] = "capture_c";
    	game["dialog"]["captured_c"] = "capture_b";
    
    	game["dialog"]["securing_a"] = "securing_a";
    	game["dialog"]["securing_b"] = "securing_b";
    	game["dialog"]["securing_c"] = "securing_c";
    	game["dialog"]["secured_a"] = "secure_a";
    	game["dialog"]["secured_b"] = "secure_b";
    	game["dialog"]["secured_c"] = "secure_c";
    
    	game["dialog"]["losing_a"] = "losing_a";
    	game["dialog"]["losing_b"] = "losing_b";
    	game["dialog"]["losing_c"] = "losing_c";
    	game["dialog"]["lost_a"] = "lost_a";
    	game["dialog"]["lost_b"] = "lost_b";
    	game["dialog"]["lost_c"] = "lost_c";
    
    	game["dialog"]["enemy_taking_a"] = "enemy_take_a";
    	game["dialog"]["enemy_taking_b"] = "enemy_take_b";
    	game["dialog"]["enemy_taking_c"] = "enemy_take_c";
    	game["dialog"]["enemy_has_a"] = "enemy_has_a";
    	game["dialog"]["enemy_has_b"] = "enemy_has_b";
    	game["dialog"]["enemy_has_c"] = "enemy_has_c";
    
    	game["dialog"]["lost_all"] = "take_positions";
    	game["dialog"]["secure_all"] = "positions_lock";
    
    	game["dialog"]["destroy_sentry"] = "dest_sentrygun";
    	game["music"]["nuke_music"] = "nuke_music";
    
    	game["dialog"]["sentry_gone"] = "sentry_gone";
    	game["dialog"]["sentry_destroyed"] = "sentry_gone";
    	game["dialog"]["ti_gone"] = "ti_cancelled";
    	game["dialog"]["ti_destroyed"] = "ti_blocked";
    	
    	level thread onPlayerConnect();
    	level thread onLastAlive();
    	level thread musicController();
    	level thread onGameEnded();
    	level thread onRoundSwitch();
    }
    
    
    onPlayerConnect()
    {
    	for(;;)
    	{
    		level waittill ( "connected", player );
    
    		player thread onPlayerSpawned();
    		player thread finalKillcamMusic();
    	}
    }
    
    
    onPlayerSpawned()
    {
    	self endon ( "disconnect" );
    
    	self waittill( "spawned_player" );
    
    	if ( !level.splitscreen || level.splitscreen && !isDefined( level.playedStartingMusic ) )
    	{
    		self playLocalSound( game["music"]["spawn_" + self.team] );
    		
    
    		if ( level.splitscreen )
    			level.playedStartingMusic = true;
    	}
    
    	if ( isDefined( game["dialog"]["gametype"] ) && (!level.splitscreen || self == level.players[0]) )
    		self leaderDialogOnPlayer( "gametype" );
    
    	gameFlagWait( "prematch_done" );
    
    	if ( self.team == game["attackers"] )
    		self leaderDialogOnPlayer( "offense_obj", "introboost" );
    	else
    		self leaderDialogOnPlayer( "defense_obj", "introboost" );
    }
    
    
    onLastAlive()
    {
    	level endon ( "game_ended" );
    
    	level waittill ( "last_alive", player );
    	
    	if ( !isAlive( player )	)
    		return;
    	
    	player leaderDialogOnPlayer( "last_alive" );
    }
    
    
    onRoundSwitch()
    {
    	level waittill ( "round_switch", switchType );
    
    	switch( switchType )
    	{
    		case "halftime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "halftime" );
    			break;
    		case "overtime":
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "overtime" );
    			break;
    		default:
    			foreach ( player in level.players )
    				player leaderDialogOnPlayer( "side_switch" );
    			break;
    	}
    }
    
    
    onGameEnded()
    {
    	level thread roundWinnerDialog();
    	level thread gameWinnerDialog();
    	
    	level waittill ( "game_win", winner );
    	
    	if ( isDefined( level.nukeDetonated ) )
    	{
    		if ( !level.splitScreen )
    			playSoundOnPlayers( game["music"]["nuke_music"] );
    		else
    			level.players[0] playLocalSound( game["music"]["nuke_music"] );
    			
    		return;
    	}
    
    	if ( level.teamBased )
    	{
    		if ( level.splitscreen )
    		{
    			if ( winner == "allies" )
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    			else if ( winner == "axis" )
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    			else
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    		}
    		else
    		{
    			if ( winner == "allies" )
    			{
    				playSoundOnPlayers( game["music"]["victory_allies"], "allies" );
    				playSoundOnPlayers( game["music"]["defeat_axis"], "axis" );
    			}
    			else if ( winner == "axis" )
    			{
    				playSoundOnPlayers( game["music"]["victory_axis"], "axis" );
    				playSoundOnPlayers( game["music"]["defeat_allies"], "allies" );
    			}
    			else
    			{
    				playSoundOnPlayers( game["music"]["nuke_music"] );
    			}
    		}
    	}
    	else
    	{
    		foreach ( player in level.players )
    		{
    			if ( player.pers["team"] != "allies" && player.pers["team"] != "axis" )
    				player playLocalSound( game["music"]["nuke_music"] );			
    			else if ( isDefined( winner ) && player == winner )
    				player playLocalSound( game["music"]["victory_" + player.pers["team"] ] );
    			else if ( !level.splitScreen )
    				player playLocalSound( game["music"]["defeat_" + player.pers["team"] ] );
    		}
    	}
    }
    
    
    roundWinnerDialog()
    {
    	level waittill ( "round_win", winner );
    
    	delay = level****undEndDelay / 4;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "round_success", "allies" );
    		leaderDialog( "round_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "round_success", "axis" );
    		leaderDialog( "round_failure", "allies" );
    	}
    }
    
    
    gameWinnerDialog()
    {
    	level waittill ( "game_win", winner );
    	
    	delay = level.postRoundTime / 2;
    	if ( delay > 0 )
    		wait ( delay );
    
    	if ( !isDefined( winner ) || isPlayer( winner ) || isDefined( level.nukeDetonated ) )
    		return;
    
    	if ( winner == "allies" )
    	{
    		leaderDialog( "mission_success", "allies" );
    		leaderDialog( "mission_failure", "axis" );
    	}
    	else if ( winner == "axis" )
    	{
    		leaderDialog( "mission_success", "axis" );
    		leaderDialog( "mission_failure", "allies" );
    	}
    	else
    	{
    		leaderDialog( "mission_draw" );
    	}	
    }
    
    
    musicController()
    {
    	level endon ( "game_ended" );
    	
    	if ( !level.hardcoreMode )
    		thread suspenseMusic();
    	
    	level waittill ( "match_ending_soon", reason );
    	assert( isDefined( reason ) );
    
    	if ( getWatchedDvar( "roundlimit" ) == 1 || game["roundsPlayed"] == (getWatchedDvar( "roundlimit" ) - 1) )
    	{	
    		if ( !level.splitScreen )
    		{
    			if ( reason == "time" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_time", "allies" );
    						leaderDialog( "losing_time", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_time", "axis" );
    						leaderDialog( "losing_time", "allies" );
    					}
    				}
    				else
    				{
    					if ( !level.hardcoreMode )
    						playSoundOnPlayers( game["music"]["losing_time"] );
    	
    					leaderDialog( "timesup" );
    				}
    			}	
    			else if ( reason == "score" )
    			{
    				if ( level.teamBased )
    				{
    					if ( game["teamScores"]["allies"] > game["teamScores"]["axis"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_allies"], "allies" );
    							playSoundOnPlayers( game["music"]["losing_axis"], "axis" );
    						}
    				
    						leaderDialog( "winning_score", "allies" );
    						leaderDialog( "losing_score", "axis" );
    					}
    					else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
    					{
    						if ( !level.hardcoreMode )
    						{
    							playSoundOnPlayers( game["music"]["winning_axis"], "axis" );
    							playSoundOnPlayers( game["music"]["losing_allies"], "allies" );
    						}
    							
    						leaderDialog( "winning_score", "axis" );
    						leaderDialog( "losing_score", "allies" );
    					}
    				}
    				else
    				{
    					winningPlayer = maps\mp\gametypes\_gamescore::getHighestScoringPlayer();
    					losingPlayers = maps\mp\gametypes\_gamescore::getLosingPlayers();
    					excludeList[0] = winningPlayer;
    
    					if ( !level.hardcoreMode )
    					{
    						winningPlayer playLocalSound( game["music"]["winning_" + winningPlayer.pers["team"] ] );
    						
    						foreach ( otherPlayer in level.players )
    						{
    							if ( otherPlayer == winningPlayer )
    								continue;
    								
    							otherPlayer playLocalSound( game["music"]["losing_" + otherPlayer.pers["team"] ] );							
    						}
    					}
    	
    					winningPlayer leaderDialogOnPlayer( "winning_score" );
    					leaderDialogOnPlayers( "losing_score", losingPlayers );
    				}
    			}
    			
    			level waittill ( "match_ending_very_soon" );
    			leaderDialog( "timesup" );
    		}
    	}
    	else
    	{
    		if ( !level.hardcoreMode )
    			playSoundOnPlayers( game["music"]["losing_allies"] );
    
    		leaderDialog( "timesup" );
    	}
    }
    
    
    suspenseMusic()
    {
    	level endon ( "game_ended" );
    	level endon ( "match_ending_soon" );
    	
    	numTracks = game["music"]["suspense"].size;
    	for ( ;; )
    	{
    		wait ( randomFloatRange( 60, 120 ) );
    		
    		playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] ); 
    	}
    }
    
    
    finalKillcamMusic()
    {
    	self waittill ( "showing_final_killcam" );
    	
    //	self playLocalSound( game["music"]["winning"] );
    }
    And here you add the Slow Motion Code.



    NB: I an not sure if this works, but this is what I could find without testing it.



    Maybe to this instead. As Yamato said.


    Mine is mostly like wrong.
    uhmm i made the gsc file and now? wich i have to add? and how :S sorry for being noob

  10. #10
    Jorndel's Avatar
    Join Date
    Jul 2010
    Gender
    male
    Location
    Norway
    Posts
    8,674
    Reputation
    905
    Thanks
    18,540
    My Mood
    Angelic
    Quote Originally Posted by pizza127 View Post
    uhmm i made the gsc file and now? wich i have to add? and how :S sorry for being noob
    If I don't remember wrong, it is:

    setDvar("timescale", 0.3);

     
    Contributor 01.27.2012 - N/A
    Donator 07-17-2012 - Current
    Editor/Manager 12-16-12 - N/A
    Minion 01-10-2013 - 07.17.13
    Former Staff 09-20-2012 - 01-10-2013 / 07-17-2013 - Current
    Cocksucker 20-04-2013 - N/A