a few problems peventing me from releasing...

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
ok so i have come across some issues with teleporters in the past and they were fixed and thats great. so they work fine, but i want a sound to play when they are used. so i placed an ambient generic at the teleport base and it plays the tele spin sound on loop all the time. but i want to have the tele_send and tele_receive sound play when it is used. and it seems to work the way i set it up. i placed an ambient generic at each tele destination and put more outputs in the logic_case that play it when the appropriate tele is used. the problem is the receive sound doesnt always play from the same area as the player is teleported. ie i have 4 destinations picked at random and sometimes im teleported to destination 1 but i can hear the abient_generic from destination 2 playing. i was wondering if there was way to trigger a sound ent that plays only for the specific client that triggers it. something other than anbient_generics? or a better way of setting up the system i have now.

this is how the tele system works provided by dirtyminuth:

Here's how:

Setup:
-----
info_teleport_destinations:
Name: teleport_dest0X [X is 1-4].

trigger_teleport:
Name: teleport00
Start Disabled: No
Remote Destination: teleport_dest01
(Flags): "Clients" is checked

logic_case:
Name: case_00
Case 01 : 1
Case 02 : 2
Case 03 : 3
Case 04 : 4

I/O:
-----
teleport00:
OnStartTouch > case_00 > PickRandom

case_00:
OnCase01 > teleport00 > AddOutput > target teleport_dest01
OnCase02 > teleport00 > AddOutput > target teleport_dest02
OnCase03 > teleport00 > AddOutput > target teleport_dest03
OnCase04 > teleport00 > AddOutput > target teleport_dest04

Operation:
-----
When you touch the trigger_teleport, the logic_case is targeted and one of the OnCase0X outputs fires at random. Each OnCase0X output changes the remote destination of the teleporter.

thanks in advance

edit* also, grass detail sprites show up in hammer with some blend textures when i use them on displacements, but not in game...wtf?
 

trackhed

L3: Member
Jan 24, 2008
106
2
the sound thing you can select which entity the sound emits from, use that to designate where the sound comes from (i.e. the teleport destination, or the teleporter model)

the keyname for that is SourceEntityName

for the destinations i used the case logic to fire the teleport incoming noise:

e.g. : OnCase01 PlaySound

for the teleporters i used the trigger_multiple used to enable/disable the trigger_teleport to fire the teleport windup noise :
e.g. : OnTrigger PlaySound
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
the problem is the receive sound doesnt always play from the same area as the player is teleported. ie i have 4 destinations picked at random and sometimes im teleported to destination 1 but i can hear the abient_generic from destination 2 playing. i was wondering if there was way to trigger a sound ent that plays only for the specific client that triggers it. something other than anbient_generics? or a better way of setting up the system i have now.

This is why you are hearing sounds from a different area than to where you're being teleported: When you touch the teleport trigger, the next destination is randomly selected. Thus, the sound will play for the next destination. Still contemplating a solution.
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
I've gone and made some changes to get the sounds to work.

New Entities
-----
ambient_generics:
Name: ambgen_dest0X [X is 1-4].
Name: ambgen_teleport
Volume: 10
Start Volume: 100
(Flags): "Start Silent" is unchecked, "Is NOT Looped" is checked.

trigger_multiple:
Name: trig_preteleport00
Delay Before Reset: 0.2

logic_auto:
Name: <None>

I/O
-----
trig_preteleport00:
OnStartTouchAll > case_00 > PickRandom
OnStartTouchAll > teleport00 > Enable > (Delay of 0.2)
OnStartTouchAll > teleport00 > Disable > (Delay of 0.3)

teleport00:
OnStartTouchAll > ambgen_teleport > PlaySound

case_00:
OnCase01 > teleport00 > AddOutput > target teleport_dest01
OnCase02 > teleport00 > AddOutput > target teleport_dest02
OnCase03 > teleport00 > AddOutput > target teleport_dest03
OnCase04 > teleport00 > AddOutput > target teleport_dest04
OnCase01 > ambgen_dest01 > PlaySound > (Delay of 0.2)
OnCase02 > ambgen_dest02 > PlaySound > (Delay of 0.2)
OnCase03 > ambgen_dest03 > PlaySound > (Delay of 0.2)
OnCase04 > ambgen_dest04 > PlaySound > (Delay of 0.2)

logic_auto:
OnMapSpawn > teleport00 > Disable

Entity Placement
-----
Place the trigger_multple exactly over the trigger_teleport (or at least larger).
Place the ambgen_teleport at the teleport source.
Place the ambgen_dest0Xs at their respective teleport destinations.

Operation
-----
When the player touches the trigger multiple, a new teleport destination will be picked at random. The teleporter will enable in 0.2 seconds, the same time that the sound at the destination will play.

Edits:
You might have to fiddle with the enabling / disabling of the trig_preteleport00 if you expect multiple players to be gunning for it at the same time.

As you add more effects, you may want your logic_case to trigger logic_relays, which in turn trigger all of your teleporter destination effects. It should make things cleaner.
 
Last edited: