OK, this is an embarasing question... Created 19 years ago2004-05-30 13:03:03 UTC by davideo59 davideo59

Created 19 years ago2004-05-30 13:03:03 UTC by davideo59 davideo59

Posted 19 years ago2004-05-30 13:03:03 UTC Post #29308
Sigh, how do you make it so that when you walk up to a door, all it does is make the locked noise? I know how to do it one way but something tells me there is another way.
Posted 19 years ago2004-05-30 13:07:25 UTC Post #29310
give it a name locked select the "locked sound" to latch locked.
Posted 19 years ago2004-05-30 13:51:42 UTC Post #29320
I never knew that... I just tried it and it works great! Always glad to learn something new. :D
Posted 19 years ago2004-05-30 14:05:42 UTC Post #29323
i dindt knew that to, s it isnt a that embarasing question
Posted 19 years ago2004-05-30 14:18:42 UTC Post #29325
Or, just leave the angle totally blank. Works for me :)
m0p m0pIllogical.
Posted 19 years ago2004-05-30 15:33:49 UTC Post #29333
No pepper. I'd say thats a pretty embarassing question.
Posted 19 years ago2004-05-30 16:52:03 UTC Post #29348
give the door a fake name or non existing master, then do the locked sound thing
Posted 19 years ago2004-05-30 17:04:22 UTC Post #29350
I always used a master that was set to off by an env_global, and use that master for all locked doors in my level. Nice to see 'locked' as a name also works. :)
Posted 19 years ago2004-05-30 21:47:05 UTC Post #29384
Every time someone asks for an example there is always someone who uses a ridiculously hard way. Like if you want a locked door I bet someone thought of suggesting a door texture tid to the world and a trigger_multiple right in front of it. the trigger multilple activates an ambient_generic which plays a locked door sound. But Ive never done this and dont plan to either.
Posted 19 years ago2004-06-02 17:14:35 UTC Post #29862
despite what Worldcraft dude says ... hey im logged in why am i anonymous
Posted 19 years ago2004-06-02 17:14:50 UTC Post #29863
thats better
Posted 19 years ago2004-06-02 17:24:54 UTC Post #29870
i was just about to ask that question! g/j davideo! and every1 else!
Luke LukeLuke
Posted 19 years ago2004-06-02 17:50:40 UTC Post #29886
i take that back, it doesnt work... :(
Luke LukeLuke
Posted 19 years ago2004-06-02 20:28:52 UTC Post #29893
im so proud
Posted 19 years ago2004-06-02 21:42:08 UTC Post #29901
I knew that when I started! make sure that the door is not outside of the map, cause you will get a leak. Put a random textured block on the other side of the door if you need it to be on the outside. Make sure it is set to open inward toward where you won't get a leak error. Even though it won't open, Hammer thinks it will.
Posted 19 years ago2004-06-03 03:38:44 UTC Post #29947
Why not just put a trigger_multiple in front of the door, and have it play a "locked" sound when you pass through it?
Posted 19 years ago2004-06-03 03:58:26 UTC Post #29950
Because that's a pointless way to do it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-06-03 07:59:34 UTC Post #29968
mine wont work! HELP!!! PLEASE! :nuts:
Luke LukeLuke
Posted 19 years ago2004-06-03 14:17:18 UTC Post #30050
It is much easyer to make a door with a wierd name and a locked sound. Too much work any other way.
Posted 19 years ago2004-06-03 15:21:13 UTC Post #30076
in my experience, using ambient_generics to make sounds like that have caused problems. Using the "funny name and locked sound" method is the easiest, though it took me a year to get it right.
Posted 19 years ago2004-06-03 17:24:51 UTC Post #30107
"Funny name and locked sound"
use the quotes, it works better than ""

(I hope I did that right ;) )
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