type ambientset amsdir w:/game/base/sound outdir sound basedir w:/game/base ;;;;;;;;;;;;;;;; ; GENERAL SETS ; ;;;;;;;;;;;;;;;; ; notice there aren't any at the moment :-P ; 'Cept this one... See if it brings in my sound model or not... ; Problem was an extraneous 'sound/' in front of the path. ;********************* ;windmix1 ;********************* ;generalSet windmix1 ;timeBetweenWaves 0 0 ;loopedWave ambience/prototype/windmix1 ;volRange 250 255 ;This doesn't seem to work...! ; ; rumble2 ; generalSet rumble2 timeBetweenWaves 0 0 loopedWave ambience/07yun/00rumbleamb02 volRange 250 255 ;;;;;;;;;;;;;; ; LOCAL SETS ; ;;;;;;;;;;;;;; ;********************* ;powercore ;********************* localSet powercore timeBetweenWaves 0 0 loopedWave ambience/doomgiver/doom_powercore volRange 254 255 radius 500 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; BMODELS (Brush models, I presume) ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; looks like subWaves is this: ; subWaves ; ; med_door ; bmodelSet med_door subWaves movers/doors df_door2-1 df_door2-2 df_door2-3 df_door2-1 df_door2-3 ;Shamus: These are from 01narshadda.jkl--not 100% sure these are correct! ;sound onSound=set_hi2.wav local ;sound offSound=lgclick1.wav local ;sound locksound=df_door2-3.wav local ;df_door1-1.wav ;df_door1-3.wav ;df_door1-2.wav ; ; sm_door ; bmodelSet sm_door subWaves movers/doors df_door1-1 df_door1-2 df_door1-3 df_door1-1 df_door1-3