Forum posts

Posted 14 years ago2010-02-10 08:42:43 UTC
in Propper - Don't work - Help Post #278807
I should get into propper myself sometime. It seems handy.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-09 09:00:23 UTC
in monster_grenades/satchels Post #278794
npc_frag in HL2 works just like a thrown grenade when spawned, does it not?
(Just out of curiosity)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-08 22:27:23 UTC
in monster_grenades/satchels Post #278790
The only one I've had any luck with is monster_grenade, which spawns what is basically a bouncyball with the AR grenade model. There is my grenade example map, but it only works with spirit.
http://www.twhl.co.za/vault.php?map=5264
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-08 21:06:12 UTC
in Post your screenshots! WIP thread Post #278787
This is why we can't have women on the site. Because people like you.
:tired:
So...imature.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-07 22:56:13 UTC
in Scripted sequences and trains Post #278766
Yeah, I know, but I'm not sure if all the animations I want have actbusies with them. I could take a look and then try that, but I'm too tired tonight.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-07 19:25:13 UTC
in Scripted sequences and trains Post #278762
So... Unparent the sequences and citizens before I trigger the sequences to play? I guess I can try that- but it doesn't explain why all the citizens are put into that animation.
EDIT: Instead of using Setparent>[blank], I could use ClearParent, correct?

Seems to- Now they stay in their spots, however, they tend to sit in the trainidle animation for a second afterwards.
User posted image
User posted image
Well, it mostly fixes it, some of them still shift a little.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-07 11:27:49 UTC
in Scripted sequences and trains Post #278759
Yeah, both the citizens and the sequences are parented to the train (somehow the valve map doesn't use scripted sequences on the real train, just the fake one which I copied)
I have them all with different animations, and that worked until I got the train turned into a train, now they teleport to where they are in pic 3, animations included. I'll see what I can do with NPC clip.
EDIT: Well, they... stay at the correct height now. Except for the old guy, who always seems to be teleported into the car behind the one with NPCs inside.
User posted image
They still move backwards and go into the standing animation, and I have no idea why.
EDIT2: Popped it into the vault, maybe one of you can pull it appart and tell what I'm doing wrong.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-07 09:44:28 UTC
in Scripted sequences and trains Post #278756
I just want to know why the hell they dissapear when they finish their sequences, I can't find anything that tells them to go down, back and into that animation.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-06 22:49:29 UTC
in Scripted sequences and trains Post #278732
It's where I got the train, but I can't for the life of me figure out how the guys on the train worked, because they don't seem to have scripted sequences except in the fake one.
EDIT: Anyone know how to fix this?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-06 19:00:40 UTC
in Why does this ladder keep showing up... Post #278744
func_ladder just makes a ladder climbable. You need to make the actual visible ladder itself.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-05 19:30:36 UTC
in Scripted sequences and trains Post #278730
I have this train, and it works more or less perfectly the way I want it. The citizens on it, not so much. While it's moving, it looks like this:
User posted image
not the best lighting, but that can be fixed later.
Then, after the train stops and the citzens get triggered to play their 'get up' animations with a scripted sequence, they dissapear;
User posted image
They're teleported below the train, and shoved into the "holding train rail" animation, which the female models are missing.
User posted image
I've checked to make sure there is no "post action idle animation" and I've tried renaming the one, to make sure it's not just that the sequences share a name- the citizens have always been differently named.

What is wrong with this? :|
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 20:59:28 UTC
in This might be crazy, but is there a way. Post #278709
Yeah, most people don't care, but it's not really a good idea to port stuff. A lot of people still do it, but it's usually not done, out of courtesy to the developers who worked so hard to make the content.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 19:26:58 UTC
in This might be crazy, but is there a way. Post #278702
Okay, there is a way.
Still.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 19:19:00 UTC
in This might be crazy, but is there a way. Post #278700
No. That would be illegal. Plus there's no way to turn a VMT/VMF into anything else.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 08:41:06 UTC
in How can you make certain parts of a text Post #278681
give us a screenshot of the properties.
Also, potatis; That makes the entire texture transparent, not just the blue.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 08:38:11 UTC
in Trying Source.. Post #278680
It should be made with tools/toolsskybox (or something like that)
The entire brush should be textured ith it. Also, if the purple is overlayed on top of another texure, it means you have to build cubemaps. Don't worry about it for now.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-03 23:18:36 UTC
in How can you make certain parts of a text Post #278670
It has to be the 255th colour of the palette, and the entity has to be set to rendermode solide 255.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-03 22:44:14 UTC
in Sourcey Rooms Post #278668
Wow looks great jeff! You gonna make a 3D skybox?
No, probably not for the rooms version. I need someone to volenteer to make an OB particle code for it, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-03 19:50:05 UTC
in Trying Source.. Post #278663
It also helps to have lighting.
Huntey: Not entirely true; I think as long as it's not a model texture (in models/whatever that it can be used- think of the maps in the rebel bases, or the acoustic ceiling in the first CP base of HL2. those are in props/.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-03 08:34:40 UTC
in Problem with computer Post #278649
If you don't have money, you shouldn't get McAffee.
That and it sucks.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-02 22:48:20 UTC
in Trying Source.. Post #278637
Hammer, the Model viewer, and the face poser all are capable of reading GCF files (And VPKs for the L4D SDKs) and can read models, textures, and play sounds from them and the directories. Maps should get placed in their proper places, but they may not. Not to fear- Hammer will copy a BSP to the maps directory of the game you've set the SDK to. The one bad thing about source: Goldsource becomes almost alien to map for because the GUI is sized and layed out differently.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-02 19:30:35 UTC
in Problem with computer Post #278632
Virus maybe? See what processes are running.
If explorer.exe isn't running in the processes, then run it. If something really suspicious is running, try ending it and doing a virus scan.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-01 22:08:30 UTC
in Desktops of February Post #278619
Mine's still impossibly messy, so I'll just post the pic;
User posted image
Surface tension at it's best.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-01 14:52:17 UTC
in Trying Source.. Post #278613
you net to set the precrim global.
Whoops, need to set.
Basically get an env_global, set it's 'initial state to set' to "Gordon Precriminal" and trigger it.
Corpses are made with prop_ragdolls, not monster/npc_whaterver_dead
To get certain positions, you may need a physics_explosion set to only affect that ragdoll.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-01 12:09:13 UTC
in Water spray effects Post #278548
I've fixed the PVS bug with some clever hint brush usage off the side of my dam, but I've still got the spray to do.
Will post the RMF for the hints, as this is for Rooms Source.
EDIT: Anyone? It's the last thing I need to finish my Rooms:s map...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-01 12:08:45 UTC
in Trying Source.. Post #278605
I/O System is your friend.
Some entities have been renamed, Ie trigger_auto is now logic_auto.
To make metrocops push you like in the openning levels of HL2, you net to set the precrim global.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 23:54:10 UTC
in Half-life: Guard Duty Post #278587
Thanks for the input! A few things, however:
I think the reason I used justify twice was because it was the same person saying it; People sometimes tend to use the same vocabulary when in a similar train of thought.
I probably should have had West talk about a drainage canal instead of sewage. Dunno why I didn't.
Also, in part two, that's a scientist, not a guard.

This story itself won't continue through the entire saga, but I may write a sequel someday, and I have a... Suprise... waiting at the end.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 23:46:02 UTC
in Half-life: Guard Duty Post #278585
Not much. :P
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 20:32:17 UTC
in Post your screenshots! WIP thread Post #278581
If it is mechanical, perhaps it could use a red dot? :P
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 18:09:17 UTC
in Post your screenshots! WIP thread Post #278575
Good. The missing eye looks creepy, though.

Wait... I just noticed the "oldman" from the title- Subtle.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 17:45:36 UTC
in Sourcey Rooms Post #278573
Those are spotlights.
However, I have point lights there too, so I may want to tone both down a bit for contrast.
I needed the point lights for the vents and lights to look natural.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 16:14:50 UTC
in Sourcey Rooms Post #278568
User posted image
User posted image
User posted image
Just needs cubemaps and a good water spray/mist cloud effect coming out the pipes at the bottom. I need help with the water spray.
Mine is basically a cut and paste map, with just the dam and a couple small water brushes for height. I have no scenery nearby, because I want it to be able to fit in with anything it might be next to.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 15:35:02 UTC
in Half-life: Guard Duty Post #278567
:| I fail to see the problem.
Although, I took inspiration for my version of Pierce from the guard in the BM trailer. He's really the most static character in terms of continuity in my mind. Paul was a slick type guy, fairly young, while West is an older sci. Also worthy of notice is that my personal version is firmly rooted in the Black Mesa version of... Black Mesa... But some minor characters are inspired by the original HL models.
And the guards are armed with Glock 17s like the original, unlike in BM, which uses 19s.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-31 10:14:25 UTC
in Half-life: Guard Duty Post #278560
If you want her to, then yes. I intentionally leave out discriptions like that so you can form your own image of the characters.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-30 23:17:05 UTC
in Last movie you saw? Post #278556
Yeah, it's not the best movie, but it is good.
It's also known as The Vidiot from UHF in some countries.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-30 22:28:02 UTC
in Half-life: Guard Duty Post #278553
Chapter Nine
?Damn, what happened here?? Pierce stared at the group of offices on the right side of the hallway. Filing cabinets were overturned, papers were spilled, and there were large bloodstains in many of the rooms.
?The military happened, it seems.? West offered.
?Looks like the dragged off a lot of corpses, too. Probably dumping them in the waste center.? Frank mused. He pushed open the door of the one closed office. The bullet-riddled corpse of a security guard lay inside, with his pistol still in its holster. Pierce looked nauseous again.
?Overkill, much? I understand why they didn?t want to carry him off.? He said. As if on cue, one of the guard?s lungs fell out, and Pierce ran to the nearest trash receptacle, despite him not eating anything in more than twelve hours.
?Let?s go. We can?t help anyone here.? Frank lamented. The men walked through a break room covered in yellow blood and entered a darkened hallway.
?Going somewhere, boys?? A voice coolly asked. The men whipped around, guns at the ready. Frank pushed his back against the wall, covering himself from all angles. A pleasing shape in a black jumpsuit walked out of the shadows.
?Drop the gun.? Frank ordered the operative.
?Hey, no need to be so aggressive,? the woman replied.
?I said drop. The. Gun.? He snapped, tightening his grip on his 357. ?Cover us, there?s likely to be more of them around here.?  The woman chuckled and tossed her pistol to Frank.
?Relax, handsome. I?m not here to kill you,? She explained, taking off her mask and nightvision goggles. ?I?m getting out of here, same as you. Slipped away from my squad first chance I got. I?m not a blind follower of the government?s orders.? She shook out her long red hair.
?Why should we trust you??
?You think everyone the government sends [b]likes[/b] their orders?  You think that they don?t try to sneak away?? Pierce though of the soldiers griping from outside the garage, and the men who got shot down for trying to help them.
?Frank, we should let her come with us. As long as we keep an eye on her, we should be safe.? West looked over at the drama unfolding. He had, after all, missed one of his favourite shows.
?Henry, she?s an assassin. She?s here to kill us, the same as the soldiers.?
?Actually,? she chimed in. ?Our orders were to kill the soldiers, too.?
?You see?? Frank glared. ?We can?t trust her anymore than we can trust the military.?  The woman suddenly leapt down for her pistol, raised it, and shot. Behind the men, an alien dropped to the floor, bleeding profusely. Another shot to the head finished it off. She holstered her gun and turned to the men.
?You were saying?? Pierce said smugly. Frank sighed.
?Alright, you can come with us. Name?s Frank.?
?Henry Pierce.?
?I am doctor West.? West declared, mirroring the first time he met Frank and Pierce.
?Zoe Timmins. Hey, doctor West, you got a first name??
?No.? He lied, thinking back to the ridicule he endured in his school days. His parents had wanted a girl so badly that? He let his thoughts about the past slip away and directed his attention towards the conversation.
??do we get out of here?? Frank asked.
?The military?s set up a landing zone on the edge of the facility.? Zoe replied ?If we can get there, we might be able to hijack an osprey and fly out of here without much opposition. I saw a flying manta ray thing when my squad got here, so we may have to deal with a few of them once we?re in the sky. And if we?re going to get out, we?d better get going, before daybreak. I have a feeling that we?re sitting on a full-blown war here.? Zoe turned and walked towards the building?s exit, forcing Frank to peel his eyes away from her form-fitting jumpsuit. The group left the building, weapons at the ready. The moon lit the yard dimly, and the sound of static radiated from around a corner. As they approached the corner, they heard a sigh.
?I?m bored.?
?Yeah, where?s all the action? I thought this was supposed to be a cover up mission, not a [i]babysitting[/i] job.?
?We should just leave, find something to shoot.?
?What about that Freeman guy??
?Yeah, love to take him down. Bastard thinks he can fight us? For a scientist, he sure is a dumbass.?
?Heh, I bet he?s already dead. Probably getting eaten by a monster. He just got lucky a few times.? Zoe put a finger to her lips and pulled two grenades from her belt. Slowly loosening the pins and releasing the spoons, she rolled them both around the corner and stepped in front.
?Hey there.? She said. The men started catcalling, oblivious to the danger they were in.
?Hey beautiful. Wanna have some fun?? Suddenly, the soldier looked down. One of the grenades had hit his boot. ?You bi-? The blast cut him off, killing the soldiers and destroying their radio as Zoe dived back around the corner.
?Sometimes I think that these guys were hand-picked for stupidity, not sadism.? Zoe smirked.
?Do you do that? often?? Frank asked incredulously.
?Nope. Don?t get to.? Zoe walked back around the corner, opened what was left of the door the soldiers had been guarding, and motioned towards the men. ?Come on, there?s more ass to kick.? Frank turned towards Pierce.
?This has got to be the least believable part of the entire day.? Pierce shrugged in reply and followed Zoe through the door.
?Actually, it is past midnight. The day has just started.? West said as he passed Frank.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-30 22:07:38 UTC
in Last movie you saw? Post #278551
Yeah, Taken was good.
In order from most recent to least recent:
Never Say Never Again (unofficial Bond movie I have on VHS)
UHF
SiCKO
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-30 17:47:53 UTC
in Water spray effects Post #278540
Yes, I am once again asking for help with source. :tired:
Does anyone know a good way to get water spray in the HL2 version of the ep1 engine? I've tried with env_smokestack, but I can never get the particles to have the feel I need, they always float up like smoke instead of spray like water.
Please don't tell me it's not possible to do without code.
EDIT: While I'm at it, I don't suppose there's any workaround to the height+PVS bug with water besides func_water_analog, is there?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-28 19:38:29 UTC
in Custom soundscapes in source Post #278442
Does anyone know if Episode 2 can use custom soundscapes without the use of the manifest, ie. the way described in the original post?
/EDIT
I guess.
Does anyone know if custom soundscapes using that method work in the OB engine? Since this is for rooms:s, if Ep2 can use it, then I'm covered.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 20:49:52 UTC
in Custom soundscapes in source Post #278440
The reason I'm not using ambient_generics on top of stock soundscapes is because the sounds aren't localized enough, and their volume is too localized. :(
I need loud machinery for the entire time you're inside, and the water sound from the HL2 dam with distant noises when you're outside.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 14:11:19 UTC
in Custom soundscapes in source Post #278428
EDIT2: Yeah, so it looks like I can't use custom soundscapes for single maps in HL2, so I have to get a mod working or upgrade to a newer version of the engine- Something I should do but can't on my connection, as it has a 512MB cap. :(
Does your env_soundscape have info_targets assigned to it?
No, but as far as I can tell from the soundscape file I modified, it's not positional.
You can also try adding it to the soundscapes_manifest.txt rather than an individual map manifest, but it will obviously need to be set up in a mod format.
Okay.
EDIT:
User posted image
What is this?
I thought the create a mod wizard was supposed to lay out all the groundwork, but when I try to run it from hammer (with the SDK set to the mod, no less) I get this. I can't get it to show up as a chapter, or even in the mod through the console, and the BSP is in the sourcemods/[modname]/maps directory. It's name is in the maplist file.
:pwned:
All I can do in the mod is use the bloody lostcoast video stress test.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 13:33:33 UTC
in Model Error Post #278435
try using cycler_sprite. It's not in the FGD, but it should still work.
EDIT:
[quote]@PointClass base(Targetname, Angles) = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"
framerate(integer) : "Frames per second" : 10
renderfx(choices) :"Render FX" : 0 =
[
	0: "Normal"
	1: "Slow Pulse"
	2: "Fast Pulse"
	3: "Slow Wide Pulse"
	4: "Fast Wide Pulse"
	9: "Slow Strobe"
	10: "Fast Strobe"
	11: "Faster Strobe"
	12: "Slow Flicker"
	13: "Fast Flicker"
	5: "Slow Fade Away"
	6: "Fast Fade Away"
	7: "Slow Become Solid"
	8: "Fast Become Solid"
	14: "Constant Glow"
	15: "Distort"
	16: "Hologram (Distort + fade)"
]
rendermode(choices) : "Render Mode" : 0 =
[
	0: "Normal"
	1: "Color"
	2: "Texture"
	3: "Glow"
	4: "Solid"
	5: "Additive"
]
renderamt(integer) : "FX Amount (1 - 255)"
rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
][/quote]
try adding that to the FGD. It works on models too, if I remember correctly.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 11:30:59 UTC
in Model Error Post #278433
what entity are you using?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 09:54:23 UTC
in Model Error Post #278427
It has to be 8-bit BMP for HL models.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 23:32:37 UTC
in Prop lighting weird in map Post #278414
Yeah, I built the cubemaps. I've got the windows fixed, and but the doors and fences can't be fixed without a complete overhaul.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 22:46:41 UTC
in Custom soundscapes in source Post #278412
The console for HL2 doesn't even reconize soundscape_debug 1!
I even tried pasting it in, no avail. I'll see if there's anything mismatched in Hammer.
EDIT:
playsoundscape dam.topside
Can't find soundscape dam.topside
I copied the soundscape right from the file, so what's wrong?
the map is dam_2, and the soundscape text is called soundscapes_dam_2.
I can't figure it out.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 19:50:23 UTC
in Custom soundscapes in source Post #278407
It still doesn't work, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 19:00:34 UTC
in Custom soundscapes in source Post #278402
I'm pretty sure I tried that, but I'll do it again.
Also, as I said in my above post, I used the Valve ones as a base.
EDIT:
[quote]"dam.inside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/atmosphere/elev_shaft1.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/water/water_run1.wav"
	"pitch"		"95"
}
}

"dam.topside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/levels/canals/dam_water_loop2.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/wind/wasteland_wind.wav"
	"pitch"		"100"
}
"playrandom"
{
	"time"		"1,30"
	"volume"	"0.05,0.15"
	"pitch"		"100"
	"rndwave"
	{
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/coast/coastbird4.wav.wav"
		"wave"	"ambient/levels/coast/coastbird6.wav.wav"
		"wave"	"ambient/levels/coast/coastbird7.wav.wav"
		"wave"	"ambient/levels/canals/swamp_bird4.wav"
		"wave"	"ambient/levels/canals/swamp_bird3.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/machines/truck_pass_distant3.wav"
		"wave"	"ambient/machines/heli_pass_distant1.wav"
	}
}
}[/quote]
Is this what you mean?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 18:25:07 UTC
in Custom soundscapes in source Post #278397
Thanks, but I can't seem to find where it's supposed to close. I tried a few different places, but it still won't play.

It's odd that that wouldn't be closed, because I used a valve soundscript as a base...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 15:54:55 UTC
in Custom soundscapes in source Post #278392
So, I've made custom soundscapes for my map.
The map is called dam_2, and the soundscape file (in half-life 2\hl2\scripts) is called soundscapes_dam_2. This is what's inside:
[quote]
"dam.inside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/atmosphere/elev_shaft1.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/water/water_run1.wav"
	"pitch"		"95"
}
}

"dam.topside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/levels/canals/dam_water_loop2.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/wind/wasteland_wind.wav"
	"pitch"		"100"
}
"playrandom"
{
	"time"		"1,30"
	"volume"	"0.05,0.15"
	"pitch"		"100"
	"rndwave"
	{
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/coast/coastbird4.wav.wav"
		"wave"	"ambient/levels/coast/coastbird6.wav.wav"
		"wave"	"ambient/levels/coast/coastbird7.wav.wav"
		"wave"	"ambient/levels/canals/swamp_bird4.wav"
		"wave"	"ambient/levels/canals/swamp_bird3.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/machines/truck_pass_distant3.wav"
		"wave"	"ambient/machines/heli_pass_distant1.wav"
	}
}
[/quote]
Yet, when I test my map, neither play when you enter the radius of their soundscape(s), and the dev console gives no errors, even on developer 2.

I've gotten soundscapes to work fine before, so why is this new one not working?
Notewell NotewellGIASFELFEBREHBER