2 questions: doors & in-game audio feeds Created 19 years ago2005-09-29 13:15:08 UTC by Gackt Gackt

Created 19 years ago2005-09-29 13:15:08 UTC by Gackt Gackt

Posted 19 years ago2005-09-29 13:15:08 UTC Post #138234
Hello, fellow TWHLers!

For my latest project (which I will submit to the map vault, promise!), I thought it would be cool to have an audio feed that comes the TV I made that shows a scence from a room where I have a camera set up. I doubt it is possible, but I thought it was worth asking (it won't hurt the project any, it was just an added feature).

Secondly, I'm having a tad bit of trouble with func_door_rotating's blockability. Now, I CAN block them, but it takes a ridiculous amount of physprops (a cabinet, table, and six chairs can barely keep in shut) and it only works a few times before it brushes them aside. Is there any way to lower its resistance so that it can be blocked until the physprops are removed?
Posted 19 years ago2005-09-29 20:09:31 UTC Post #138307
You can pick up sounds and broadcast them at another place in HL2. Check out the env_microphone entity for that.

Perhaps using a phys_hinge entity on a door prop_physics is better. So instead of opening with a vast speed and a certain distance, it reacts as a physical object you're running into, going open as you push it. Remember those grate doors in HL2, just after Alyx was captured? That's what I'm thinking of.
Oh, or try the Force Closed option from the func_door_rotating. Perhaps that one is set to 1 so it always closes no matter if you block them?
Posted 19 years ago2005-09-30 14:59:02 UTC Post #138455
It's great to hear about the microphone part - I'll definately look that up. Also, I had a feeling it may take a prop_physics door after I played the beginning of HL2 yesterday for fun - the train doors you push open seemed to be what I was looking for. Thank you.
You must be logged in to post a response.