Point_tesla sound?

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SV_CHEATS 1

L1: Registered
Feb 20, 2012
16
0
Hey I was wondering about the point_tesla entity. I put in all the code in correctly, and when I execute the "dospark" input I hear no sound.
Here is what I did:
ent_create point_tesla
ent_fire point_tesla addoutput "targetname tesla"
ent_fire tesla addoutput "classname tesla"

ent_fire tesla addoutput "m_soundname music\HL1_song25_REMIX3.mp3"
ent_fire tesla addoutput "m_color 0 0 0"
ent_fire tesla addoutput "m_flradius 0"
ent_fire tesla addoutput "beamcount_min 0
ent_fire tesla addoutput "beamcount_max 0
ent_fire tesla addoutput "thick_min 0
ent_fire tesla addoutput "thick_max 0
ent_fire tesla addoutput "lifetime_min 1
ent_fire tesla addoutput "lifetime_max 1
ent_fire tesla dospark

and there is no sound.
Is there a certain spawnflag, variable, or other console command that disables and enables the sound?
and if not, what other ways can I play music/sounds with basic entities?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
You could try using ambient_generic and have the point_tesla fire an output that plays music from it (I'm assuming it's music, judging by the "music\HL1_song25_REMIX3.mp3"). Just set the latter so sounds can be heard everywhere (it's a flag).


Nice name, by the way.
 

SV_CHEATS 1

L1: Registered
Feb 20, 2012
16
0
You could try using ambient_generic and have the point_tesla fire an output that plays music from it (I'm assuming it's music, judging by the "music\HL1_song25_REMIX3.mp3"). Just set the latter so sounds can be heard everywhere (it's a flag).


Nice name, by the way.
OK thank you I'll try that