Foundry whistles

elmo

L1: Registered
Jul 1, 2012
39
7
On one of my favourites map, foundry, there are the two whistles that go off whenever the respective team caps a point.

They are rather awesome and add a real industrial feel to the map when playing it, also the models for the whistles are amazing.

Anywho my question is this, how would I go about implementing the same thing into my koth map. So that when blu caps the point the blu whistle goes off, and vise versa.

I know it's to do with the input and out put on the various sound and particle entities, I just don't know about how to tie it in with the capping of the point on the map.

All help appreciated.

elmo
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
I didn't took a look into the foundry sourcefiles, but I would make it like this:

2x ambient_generic:
flags -> Play everywhere

class info ->
sound name: harbor.red_whistle/harbor.blue_whistle
name: red_whistle/blue_whistle

Then in the CP outputs:
OnCapTeam1 | red_whistle | PlaySound
OnCapTeam2 | blue_whistle | PlaySound

I think Valve made it a similar way, gl.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You'll need to set the Cap zone so that in the I/O it has something like

You'll need something called Ambient Generic, then find the sound that you need. I forget which exactly it is, but you can look at the decompiled Foundry map.

You'll also only need 1 whistle, since it's just the same sound file.

So you'll name your whistle (Whistle or something), then in the Cap point (the hologram) in the I/O:

OnCapTeam1 > Whistle (or name of whistle ambient generic) > Play
OnCapTeam2 > " " > " "


If there is just s "OnCap" or "OnCapture", that'll work too, and you'll only have to do it once.

That should do it, if it isn't the Cap Point Holo, it's the cap Trigger that'll you'll want to use.

EDIT: GODDAM YOU BLOODHOUND!
 

elmo

L1: Registered
Jul 1, 2012
39
7
It's actually two different sound files, the blu teams is slightly higher, interesting right?

Thanks for that, I'll see if I can get that to work in my map later today
 

phi

aa
Nov 6, 2011
832
1,815
Oh hey, someone else with the idea.
I implimented it in koth_montane before you did though :p

The way I did it was to do the OnCapTeam1/2 > *nameofwhistle* > play like the others said,
and for the particle effect of steam/smoke OnCapTeam1/2 > *name of particle* > Enable and to disable it, OnCapTeam1/2 > *name of particle* >Disable (with a delay of 6)

I copied the entities from Foundry so I wouldn't have to look for them.