a few problems peventing me from releasing...

Discussion in 'Mapping Questions & Discussion' started by Spamdini, Feb 22, 2008.

  1. Spamdini

    Spamdini L2: Junior Member

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    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:

    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?
     
  2. dirtyminuth

    dirtyminuth L5: Dapper Member

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    I will work on this with another test map (when I get back from work).
     
  3. trackhed

    trackhed L3: Member

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    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
     
  4. dirtyminuth

    dirtyminuth L5: Dapper Member

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    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.
     
  5. dirtyminuth

    dirtyminuth L5: Dapper Member

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    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: Feb 22, 2008
  6. Spamdini

    Spamdini L2: Junior Member

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    so complicated, thanks alot though ill check it out in the morning.