Discussion in 'Mapping Questions & Discussion' started by wolfiejo, Dec 21, 2009.
Does the env_microphone entitie work in tf2?
If so, How?
If not, Why?
The only way to know the answer...
Is to try it yourself.
L4d2 Dark Carnival Finale much?
[ame="http://www.youtube.com/watch?v=fjRG2530rwI"]YouTube- CSI: Miami Intro[/ame]
... But yeah, it's not used in any stock TF2 maps as far as I know, but I'm sure in can be implemented into the FGD and made usable just like entities such as point_push.
I am trying it. I have an env_microphone placed and an info_target it is linked to. But I do not believe it is working, I would like to know if I am doing something wrong.
No, more like HL2 much.
There's a mic in HL2? :O
This is news.
At least in hl2:ep2, when alyx is talking through the monitors at her daddy and stuff...
Wait whaat? Oh so what he says gets projected to the TV? I love how valve is like that...
Yes; the screen is an env_monitor, and the whole sequence is PLAYED INSIDE the map.
env_microphone is working in tf2. I've used it in pl_robbery. It's stealth map, so noise trigger traps and even ambient music change.
Ok, yea, the mic works in tf2. However, if you place it too close to a flag, the announcer clips are played, not just through the speaker, but globaly. Is there any way to filter out the announcer? If not I can just move the mic.
I used to love noclipping around to find the scenes set up way outside of the map. The Advisors were always cool, made some funky noises.
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