another way to do it(HL1 and mods): make a model(or get someone to do it for you) of a clock. Make each one have several hands. Get the clock all correct so that the hands of the model rotate at the right speeds, make sure that they stop, not rotating all the time , so its like real clocks do, theyll do one small tick, then stop, then another tick, and stop, and another tick, then stop ... etc etc blah blah blah blah yay. now put a sound entity right next to the model. now in the sound entity, well, you might have to make your own or find one, but anyway, in the attributes, in the path attribute, go and find your wav. Now you find your wav file(.wav, sound file), double click it and the browse window will disappear. Close the properties window and yay, you have a clock. unless you have this fgd, you cant see models in vhe, so the clock will need adjusting. And no, dont just go 'i already have that fgd', its a modded version of the tommy14. of course you MIGHT already have it still ;P
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This comment was made on an article that has been deleted.
make a model(or get someone to do it for you) of a clock. Make each one have several hands. Get the clock all correct so that the hands of the model rotate at the right speeds, make sure that they stop, not rotating all the time , so its like real clocks do, theyll do one small tick, then stop, then another tick, and stop, and another tick, then stop ... etc etc blah blah blah blah
yay. now put a sound entity right next to the model. now in the sound entity, well, you might have to make your own or find one, but anyway, in the attributes, in the path attribute, go and find your wav. Now you find your wav file(.wav, sound file), double click it and the browse window will disappear. Close the properties window and yay, you have a clock. unless you have this fgd, you cant see models in vhe, so the clock will need adjusting. And no, dont just go 'i already have that fgd', its a modded version of the tommy14. of course you MIGHT already have it still ;P