2 Little Problems Created 15 years ago2008-03-29 14:50:35 UTC by Striker Striker

Created 15 years ago2008-03-29 14:50:35 UTC by Striker Striker

Posted 15 years ago2008-03-29 14:50:35 UTC Post #248129
My first problem is this :
User posted image
Why I can't get the lights turn off ? They're func_walls and when I press the button they only change their texture .

My second problem is something about sounds. For example , a triggered sound will only work if you press twice a button ( or walk 2 times through a trigger_multiple ) => it only works the second time it's triggered .

What should I do ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-29 15:38:53 UTC Post #248134
In reguards to your first problem,

It's your tex-lighting that's doing it. There's a tex-light file with the ORIGINAL texture (the one that's "on") that makes it put out light. Since the light entities being created are part of the texlight, you cannot name the light so it is built into the map. That light is impossible to turn off, changing a texture does not necessarily change it's texlighting properties too.

You're only bet is to find the text-light file with that texture and it's light values in it and remove it. Then you'll need to add your own lights via hammer and turn them on/off through triggers.
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2008-03-29 16:35:16 UTC Post #248143
Here's how you can make your texturelight switchable (Requires ZHLT 3.4):

Turn your light fixture into a func_wall, which i believe is already done.

Open its properties and name the brush. Now select Grouped in the Texture Light Style property. If this property does not exist, you can add it manually by turning off SmartEdit, and adding these keyvalues:

Key: style
Value: -3

Now create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.

You'll probably want to set the brightness of the light entity to 1 1 1 0.1, so that it emits no light of its own (this trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly).

If you hit Alt+P to check for problems, you'll notice one or more invalid keyvalues errors. Just ignore it, this happening because the Texture Light Style property is missing from the FGD that you're using. If want to fix this, find the func_wall FGD code and replace it with this code:

@SolidClass base(Targetname, Appearflags, RenderFields, Global, ZHLT) = func_wall : "Wall"
[
	_minlight(string) : "Minimum light level"

	style(choices) : "Texture Light Style" : 0 =
	[
		 0 : "Normal"
		-3 : "Grouped"
		10 : "Fluorescent flicker"
		2 : "Slow, strong pulse"
		11 : "Slow pulse, noblack"
		5 : "Gentle pulse"
		1 : "Flicker A"
		6 : "Flicker B"
		3 : "Candle A"
		7 : "Candle B"
		8 : "Candle C"
		4 : "Fast strobe"
		9 : "Slow strobe"
		12 : "Underwater"
	]
]
If you're confused about this, ill do it for you, just send the FGD to me and ill send it back to you.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-30 06:47:35 UTC Post #248192
Oh man I've just got up from the bed , I'll read and see what I can do ......I'm a little sleepy and now :D

Ok , I need to know if I'm right : If I give the same name to the light and to the func_wall and set that "group" thing , HLRAD will pretend that the func_wall is emitting the light ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 08:57:30 UTC Post #248194
You got it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-30 11:04:13 UTC Post #248205
Well what about the sound ? Help :D
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 11:06:48 UTC Post #248206
Is it a custom sound?
Is it a sound that needs to loop? If so, make sure you have a cue point at the start of the sound, or remove the cue point if the sound is not supposed to loop.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-30 13:25:29 UTC Post #248217
I already have a custom sound , looped with cue points in Goldwavr and in-game it works perfectly . But it's not that the problem .
My second problem is something about sounds. For example , a triggered sound will only work if you press twice a button ( or walk 2 times through a trigger_multiple ) => it only works the second time it's triggered .
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 14:04:54 UTC Post #248220
http://twhl.co.za/tutorial.php?id=37
To trigger the same entity twise youre probably going to have to use a trigger_relay or something.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2008-03-30 14:38:21 UTC Post #248222
No you didn't understand . I made some grass . I want to hear the "fshhhhhh" sound when you walk that grass . Well , i've downloaded a sound like that. I put a trigger_multiple in the middle of the grass ( a func wall with non-solid on) with a delay before reset of 2 . Target : leaf1 ( which is the grass I want to hear >)

The problem is that when I walk through the grass I hear no sound . Only when I walk the second time .

This is what's happening in my "de_dome" map . I had several things emitting a sound ( there was a panel with a button , but the sound didn't came only when I pushed the button the second time) .

I hope now you understand and can help me :D
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 14:57:11 UTC Post #248223
Ok.

So it is not supposed to loop and so the sound does not need a cue point. If it has cue point, this could be the problem. Im not sure, but it could be. So remove the cue point and see what happens.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-30 15:14:17 UTC Post #248224
NOOOOOOOOOOOOO . :D :D :D :D :D :D You still didn't understand . Please read again . I'm not talking about ambience here ! ( the ambient sounds are genereally looped ) , I'm talking about sounds that should play once , at the first push of a buttob ( or at the first trigger that triggers them )
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 15:52:43 UTC Post #248227
I understand, and so does MuzzleFlash (I think). Do what MuzzleFlash wrote. Remove all cue points.
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2008-03-30 16:00:26 UTC Post #248228
NOOOOOOOOOOOOO. :D :D :D :D :D :D YOU don't seem the understand what im talking about.

Lets say you have a sound that goes woesh. You don't want it to loop, so it doesn't need a cue point. If you want it loop, and add the cue point, and when you trigger the sound ingame, the sound will woesh not just once, but repeatedly, like woeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoeshwoesh etc.

In you're case, this is not what you want. You don't want the sound to play repeatedly (that is what i call a loop).

So im saying again: if your fshhhhhh sound has cue point, remove it, because you don't want to repeatedly play the sound as soon as you trigger it. You only want to play it once, each time it is triggered.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-30 16:00:30 UTC Post #248229
I have no cue points in those sounds :| ......
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-30 16:02:10 UTC Post #248230
I already have a custom sound , looped with cue points in Goldwavr and in-game it works perfectly
You're really starting to confuse us here, my friend.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-31 11:33:52 UTC Post #248274
That was another machine , were I used a Looped sound . I'm Talking about a bush that produces a "fshhhhh" sound when you walk past it ..... I used the sound ( non-looped) and named it "leaf1" . Then I created a trigger_multiple in the middle of the bush , and at the target I wrote "leaf1" . At Delay before reset I wrote "4" as I don't want to hear it to frequently at the same bush .

My problem is this : When I walk for the first time through that bush , it produces no sound . When "delay before reset " has expired it produces the sound . Well , I need to hear the sound from the first step through that bush.

I hopw you understand me now .... I don't know ....maybe it's my bad english , sorry :D :D :D :D
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-31 11:53:58 UTC Post #248277
No, its just confusion.

As for a solution to this problem, im out. I don't know what is causing it. I'd say upload an example map to the problem maps vault (don't forget the sound in question!) so i/we can have a look at it and see if i/we get the same.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-31 13:19:37 UTC Post #248285
I was really talking about my example map :D . Download it . Rmf included . custom sounds included . Bsp included .

Try to go through the bushes and you'll see that you'll hear a sound only when you walk the second time through that bush .
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-31 13:32:16 UTC Post #248286
Ok, im installing CS atm so ill be back soon.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-31 13:36:27 UTC Post #248287
I'll only be back by tomorrow at 5 p.m.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-31 13:46:02 UTC Post #248288
What wads did you used?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-31 13:54:25 UTC Post #248289
Oh .....

Somebody posted on the map vault the list that resgen generated .
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-03-31 14:22:00 UTC Post #248290
Nevermind it, i found the wads, except one: czcs_italy.wad.

Im unable to send you the fixed version without that wad. I can still experiment though.

As for your map, there's plenty of room for improving performance:
Func_wall complex shapes of brushes, or func_wall a complex set of brushes, like the pc.

Im also getting a lot of
Warning: Too many direct light styles on a face(-368.000000,128.000000,-55.500000)
warnings. I guess its fine to ignore those.

Edit: well, there's nothing wrong with the sounds or with your triggers. I tried different settings, like different delay before trigger times, but the problems is still there. I guess its something in the CS game code, which i cannot fix.

So... i don't know. Guess you have to live with it or completely remove the bushes, trigger and sounds.

Sorry man.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-03-31 16:31:01 UTC Post #248294
It's just an example map.

Anyway thanks for the help . I really appreciate your effort. Here on these forums you can really get some help.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-04-01 11:15:23 UTC Post #248321
Did you fix your first problem though?
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-04-01 11:39:16 UTC Post #248322
I copied that paragraph in notepad and saved it in my documents for future working . I'm not repairing that now.
Striker StrikerI forgot to check the oil pressure
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