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Adding New Audio Zone (auzo) = Weapon Aiming Bug

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Midnightz
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#1

Posted 14 January 2012 - 05:22 PM Edited by Midnightz, 14 January 2012 - 05:45 PM.

Regarding GTA San Andreas on PC:

Whenever I add an audio zone, CJ is unable to aim his weapons. If I remove the audio zone, the bug disappears. Somehow adding a new audio zone breaks a game limit or gets mixed up with something else...?

CODE
auzo
NEWMAP, 58, 1, 2924.1, -2927.7, 1.0, 22.0
end


It doesn't matter what name I give the new zone or the number of characters used (less than 8), or if I add it to a new IPL file or use the existing Audiozon.ipl file. The coordinates used or the track used doesn't seem to matter either.

I have tried using both known methods of adding an auzo to IPL. Type 1 works without the weapon bug but Type 2 triggers the bug. I have also tried disabling it and enabling it only through scripting too. The bug persists.

The only noticeable bug is the weapon aiming problem, everything works perfectly otherwise. Does anyone know why this is happening? Is there some other file I need to edit to prevent this or define the new zone?

Thanks in advance,
-Midnightz

AB0333
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#2

Posted 15 January 2012 - 03:56 PM

Hey,

I don't know solution for your bug, I mean, it's reasonable to have bugs like that. That's like placing cars or peds in main.scm on a dynamic object (they will fall down through it), eg. the black block with yellow borders, its name is with DYN_CARRIER_SFS or something like that.
Sorry, idk.

Btw, do you have a link to tut, or is there a tut about audio zones? I would like to know how to do that. Thanks. smile.gif

Midnightz
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#3

Posted 15 January 2012 - 04:23 PM

You're talking about mission scripting. I'm talking about mapping. biggrin.gif

"How-To Tutorial" can be found in THIS topic or on the gta wiki. If you do this, stick with the "Type 1" method to prevent the weapon aiming bug. wink.gif

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#4

Posted 15 January 2012 - 04:33 PM

No, I was talking about mapping too, I have only said that this bug isn't strange in situations like this. Also, on the CARRIER_SFS, you can't place a satchel or fire a bazooka! I know exactly what you mean, I'm only connecting my situations with yours.

Thanks for the tut!

Midnightz
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#5

Posted 15 January 2012 - 05:06 PM

Err, adding code within the main.scm is mission scripting. I'm a little confused as to your object problem... Some map objects interact oddly with the player or peds. For example, I made a map that placed a solid object (unbreakable fence) as the ground and when CJ landed on it, he'd fall through. I tried another object (breakable glass), and he stopped falling through. You would think the fence would have stopped him, not the glass. lol.gif I read somewhere that in-game, CJ can push through most solid surfaces or walls. Some map objects have unrelated audio events associated with them too. I keep hearing gunfire where I shouldn't, lol. GTASA is both the weirdest and most fun game to mod, I think. biggrin.gif

ZAZ
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#6

Posted 15 January 2012 - 05:45 PM

I tried Audiozon modding years ago and got this heavy bug. I don't know why, so i left this method for ever.

Midnightz
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#7

Posted 16 January 2012 - 12:51 AM

Thanks, glad to learn I'm not the only one. biggrin.gif

ZAZ
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#8

Posted 23 July 2012 - 09:39 PM

I worked again on Audiozon.ipl

The bug occurs if i create a 4. audiozone of Type 2

QUOTE
Type 1:
CODE
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04

Type 2:
CODE
Name, ID, Switch, X, Y, Z, Volume

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
Volume - The distance the sound will be heard
EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75


i can create a new audiozone of Type 2 if i delete an existing audiozone of Type 2
then it works bugfree

Midnightz
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#9

Posted 28 July 2012 - 12:08 AM

I guess that means adding (not replacing) a new line breaks a game limit. rolleyes.gif

Thanks ZAZ, I appreciate the info. cookie.gif

ZAZ
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#10

Posted 28 July 2012 - 12:07 PM Edited by ZAZ, 28 July 2012 - 06:10 PM.

QUOTE (Midnightz @ Saturday, Jul 28 2012, 01:08)
I guess that means adding (not replacing) a new line breaks a game limit.  rolleyes.gif


Just for the Type 2 zone.
Seems to be an extra programm block for this method
the audiotracks for the missons "Beachmusic", "Lowrider" and AWARDS (Movie Star Kidappig) are working only for Type 2 zones
they do fadings then, in/out when leave/enter the zone, which needs distance calculation from a point
the other audiotracks won't do fadings

Modyfing Type 1 zones worked fine as well as creating new ones
i always used the smaller x,yz, values for the first 3 coord params
the Game changes autom. to radio when player drives car but plays auzo music when radio is switcht off

the audios are working with loudness suppression to have the effect of background sound
Stadium event bkgd medley was the loudest
GTASA\AUDIO\Streams includes *.ogg files for RADIO-music in vehicle
BEAT and AMBIENCE for interiors, some missions and for cutscene, can be played with script

CODE
67  Ambience track 37  Unused bkgd medley    ---------Rock loudness : ++
41  Ambience track 35  Stadium event bkgd medley------Rock loudness : +++
52  Radio stream CH  Playback FM                  ------ loudness : +
54  Radio stream CR  KDST                     ------Rock loudness : +

34  Ambience track 28  Pleasure Domes bkgd medley-----Beat loudness : ++

17  Ambience track 12  Casino bkgd medley         casinoPop loudness: ++
66  Ambience track 36  Strip Club bkgd medley      ---Disco loudness: ++
28  Ambience track 13  Dance Club bkgd medley      ---Disco loudness: ++
29  Ambience track 13  Dance Club bkgd medley      ---Disco loudness: ++
28, 29 is same audiotrack

34  Ambience track 28  Pleasure Domes bkgd medley  ---Beat loudness : ++

30  Favorite Radio Station  Stream or User Tracks Player -- loudness +

5*  Ambience track 6  Beach party bkgd song              * - Type two only
10*  Ambience track 5  Awards ceremony music          * - Type two only
13*  Ambience track 23  Low Rider Challenge bkgd song  * - Type two only

37  Ambience track 10  20-second-Loop Muzak-type bkgd heard in unused diner interiors




5*  Ambience track 6  Beach party bkgd song   - Type two only
5-min.-Rocksong in endless-loop

13*  Ambience track 23  Low Rider Challenge bkgd song - Type two only
5-min.-HipHopsong in endless-loop

10*  Ambience track 5  Awards ceremony music - Type two only
30-sec.-song in endless-loop


QUOTE (spaceeinstein @ Saturday, Jul 9 2005, 15:39)
[SA|DOC] IPL Definitions
There are a whole lots new categories Rockstar made for the IPLs in San Andreas

Auzo
Creates an audio if you enter the zone.

Type 1:
CODE
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
EX: OTB, 24, 1, 817.121, -2.78276, 1001.62, 838.373, 12.6744, 1009.04

Type 2:
CODE
Name, ID, Switch, X, Y, Z, Volume

Name - Name of the zone
ID - Sound played in this zone
Switch - Makes it always on or always off. Can be forced using the main.scm
Volume - The distance the sound will be heard
EX: LOWRIDE, 13, 0, 1792.2, -1921.04, 12.3925, 75

List of IDs by pdescobar
AUZO IDWhat sound it playsDescription of sound in the unmodified audio streams
4** Ambience track 9 St Mark's violin music
5* Ambience track 6 Beach party bkgd song
8 Ambience track 31 Unused loud hum
10* Ambience track 5 Awards ceremony music
12 Ambience track 34 Loud hum heard on ships
13* Ambience track 23 Low Rider Challenge bkgd song
15 Ambience track 30 Static sound heard on military bases
17 Ambience track 12 Casino bkgd medley
19 Ambience track 4 Quiet hum heard in Area 69
20 Ambience track 2 Fan-like clicking heard in Abattoir
21 Ambience track 1 Quiet hum heard in 24-7s
23 Ambience track 14 Loud hum heard in Dam interior
24 Ambience track 25 Racing sounds heard in ITB lobby
25 Ambience track 24 Quiet hum heard in Planning Dept
26 Ambience track 20 Quiet hum heard in safe houses
28 Ambience track 13 Dance Club bkgd medley
29 Ambience track 13 Dance Club bkgd medley
30 Favorite Radio Station Stream or User Tracks Player
34 Ambience track 28 Pleasure Domes bkgd medley
36 Ambience track 21 Loud hum heard in Jet interior
37 Ambience track 10 Muzak-type bkgd heard in unused diner interiors
39 Ambience track 29 Quiet hum heard in police stations
41 Ambience track 35 Stadium event bkgd medley
44 Ambience track 18 Fast Food Joint bkgd sounds
48 Ambience track 3 Ammunation PA loop
50 Ambience track 39 Quiet hum heard in warehouses
51 Ambience track 22 Very loud hum heard in cargo plane?
52 Radio stream CH Playback FM
53 Radio stream CO K-ROSE
54 Radio stream CR KDST
55 Radio stream DS Bounce FM
56 Radio stream HC SFUR
57 Radio stream MH Radio Los Santos
58 Radio stream MR Radio X
59 Radio stream NJ CSR
60 Radio stream RE K-JAH West
61 Radio stream RG MasterSounds
62 Radio stream TK WCTR
64 Ambience track 17 Unused quiet hum
66 Ambience track 36 Strip Club bkgd medley
67 Ambience track 37 Unused bkgd medley
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound in my tests.
* - Type two only
** - Disabled by default, can be reenabled






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