ambient_generic problem Created 18 years ago2005-05-14 00:15:19 UTC by RacerX RacerX

Created 18 years ago2005-05-14 00:15:19 UTC by RacerX RacerX

Posted 18 years ago2005-05-14 00:15:19 UTC Post #109298
Hi, I placed an ambient generic in my map and directed it to play the sound weapons/rocket1.wav. I want the sound to play once each time it's triggered so I have the flags set to "start silent" and "NOT looped". When I trigger it, the sound plays but it never shuts off.

Does anyone know how to make THAT sound play only once when triggered?
Posted 18 years ago2005-05-14 01:37:26 UTC Post #109301
Trigger it again when you want it to stop.

No, you shouldn't have to do it, but apparenty since the not looped flag is b0rked, you'll have to do it manually :(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-05-14 02:29:28 UTC Post #109303
Crap, I forgot to mention I already tried that but it didn't work :(. Thanks though.
Posted 18 years ago2005-05-14 03:49:21 UTC Post #109309
Try a different sound and see if it has the same issue?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-05-14 10:10:44 UTC Post #109364
BTW RX.... PLEASE tell me you like the band Racer X. I use to go by Racer X in my clan TFC days.

Visit www.racerxband.com :D
Posted 18 years ago2005-05-14 12:29:19 UTC Post #109383
Try a different sound and see if it has the same issue?
Yeah, other sounds work fine, I'm just having the issue with THAT sound.
BTW RX.... PLEASE tell me you like the band Racer X. I use to go by Racer X in my clan TFC days.
Never heard of the band, but in TFC games I've had people ask me if I was RacerX from some such clan :)
Posted 18 years ago2005-05-14 12:47:54 UTC Post #109386
Check if the wav file contains more then 0 kbs.
Posted 18 years ago2005-05-14 19:55:20 UTC Post #109430
Got it to work, thanks. :)
Posted 18 years ago2005-05-15 01:11:20 UTC Post #109474
Sounds with cue points loop regrardless of any flags/settings. You either have to edit it with goldwave and remove the cues, or as Rabid said, trigger it off.
Posted 18 years ago2005-05-15 16:03:21 UTC Post #109632
Got it to work, thanks. :)
And for anyone who cares, re-triggering this sound will NOT make it shut off if the "not looped" flag is checked.
Posted 18 years ago2005-05-17 10:27:49 UTC Post #109872
Neat. Didn't know that about that flag. :)
Posted 18 years ago2005-05-17 11:08:47 UTC Post #109875
Yes, that's because he has a old fgd in the new fgds it is called is not toggeld. :)
Posted 18 years ago2005-05-23 01:52:16 UTC Post #110557
Yes, that's because he has a old fgd in the new fgds it is called is not toggeld.
Uhh, so are you saying that with the new fgd you can turn on and off sounds that have cue points while the "not toggled" flag on the ambient_generic is checked? Or are you just pointing out that the TFC fgd hasn't been updated lately? I didn't catch your point.
Posted 18 years ago2005-05-23 05:52:46 UTC Post #110587
No,the "is not looped" flag is just called "is not toggeld".
Posted 18 years ago2005-05-23 13:24:10 UTC Post #110630
Oh, yeah I know. I guess I was confused when you said "that's because he has a old fgd" -- It really seemed like you were saying that the problem was fixed in the "new fgd" (since no one was asking about, or seemed confused about the name of the flag).
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