This ambient_generic of mine won't behave

Discussion in 'Mapping Questions & Discussion' started by The Asylum, Oct 11, 2008.

  1. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    So it's like this:

    I have one train in my map, moving every 20 seconds. So of course I need to warn the players of it's imminent arrival into the playing field, so I created an anbient_generic (named trainwarn)and set it's sound to AmbientRailroadbells. With my two path_tracks (the train would be going back and forth between the two points) I have:

    OnPass --> train --> Stop
    OnPass --> train --> StartForward -----> Delay of 20.00s
    OnPass --> trainwarn --> StopSound
    OnPass --> trainwarn --> Playsound ----> Delay of 15.00s

    I compile to find that the train bells are always going, and figure that the ambient_generic starts on Play by default. So I add a logic_auto and set it's I/O like so:

    OnMapSpawn --> trainwarn --> StopSound

    That didn't do anything. Those bells are still going all the time.

    Seriously, what gives?
     
  2. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,404
    Do you have the "Start Silent" flag checked in the flags tab?
     
  3. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Start silent is ticked apparently
     
    Last edited: Oct 11, 2008
  4. Banni

    Banni L1: Registered

    Messages:
    24
    Positive Ratings:
    2
    I've been trying to solve exactly the same problem tonight. You need to make sure the "Is NOT looped" flag is NOT ticked. That worked for me. I didn't bother with an intermediate logic auto, just firing the ambient_generic's Play/Stop inputs directly from the path_track's OnPass events. I also didn't have any delays, but that shouldn't be a problem.
    EDIT: Oh, and for me, 'Start silent' flag is ticked.
     
  5. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    ambient_generic is very buggy entity. Trial and error.