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