Assigning a particular move sound to fun Created 7 years ago2017-06-16 13:28:55 UTC by qckdth qckdth

Created 7 years ago2017-06-16 13:28:55 UTC by qckdth qckdth

Posted 7 years ago2017-06-16 13:28:55 UTC Post #335550
Hey there,

I'm somewhat new to mapping, and I want to understand some of what you can do in Hammer editor.

My first question:

For a func_door I want to assign a particular movesound that is not available in the move sound list. How can I give the game a path to a sound that I would like the door to sound like when it moves? Is it possible to browse a sound that automatically gets repeated until the door is finished moving?

Greetings
qd
Posted 7 years ago2017-06-16 13:33:52 UTC Post #335551
Unfortunately you can't do that in classic HL. But, you can place a trigger_multiple, which activates your door (the door must not make any sounds, disable them) and an ambient_generic with your sound via a multi_manager.
But Sven Co-op allows you to do that though without such entity setups, as far as I know.
Posted 7 years ago2017-06-16 13:54:32 UTC Post #335553
AFAIK if you look at the keyvalue for door sounds in hammer on a func_door, they provide a number rather than a name ( ie. "1" instead of "Servo Sliding" ). As far as I know, this keyvalue refers to the suffix of any sound in the "sound/doors" folder. Have you tried creating a new door sound, naming it something like doormove13.wav and changing the keyvalue of "movesnd" in hammer to 13?
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2017-06-16 14:17:38 UTC Post #335554
@Instant Mix

But how would HL know what does 13 mean?

EDIT: As I thought. If you set it to a number higher than 10, the door just won't make any sound at all, even though I copy-pasted "doormove1.wav" and named it "doormove11.wav".
Posted 7 years ago2017-06-16 14:53:27 UTC Post #335555
The number is an index that is mapped to a sound filename, it can't be forced to another filename. See https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/doors.cpp#L340 for the code if you're interested.

As Windawz said, Sven Co-op provides a way to do this since 5.0. The only alternative in vanilla Half-Life is to use the ambient_generic solution provided above.
Posted 7 years ago2017-06-16 15:59:12 UTC Post #335556
Aah that's bullshit, seems like that would make sense in my head but then again..

Guess it's ambient_generics.
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2017-06-19 08:11:12 UTC Post #335580
Thx for your advice.

I tried to replicate that with a button triggering a multimanager triggering the door and the door sound. That actually worked, but the doorsound kept going even after the door had fully opened and after the door had closed again. Even if I manage to time the ambient generic door sound so that it actually stops in time (how do I do that :)), isn't this setup prone to errors as soon as someone gets stuck in the door?

Greetings
qd
Posted 7 years ago2017-06-19 08:19:37 UTC Post #335581
Try using a trigger_relay with Trigger State "Off" to turn off the sound. You'll have to time it manually unfortunately.
Posted 7 years ago2017-06-19 08:30:58 UTC Post #335582
Does the Not Toggled flag not work in this case?
Jessie JessieTrans Rights <3
Posted 7 years ago2017-06-19 08:56:23 UTC Post #335583
It should work. In my map, ambient gunshots which have the Not Toggled flag don't repeat, but they just wait to be triggered again.
Hmm... yeah. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-19 12:24:41 UTC Post #335584
It depends on whether the audio file has a cue point in it. That's used to loop sounds from a certain point, and it doesn't work so well with the flag.
Door movement sounds are looped, if they contain a cue point (i think they do) it won't work so well in this case.

See http://twhl.info/wiki.php?id=122 for more information.
Posted 7 years ago2017-06-24 07:50:52 UTC Post #335717
Soo,

I finally got to try this out and I didn't get it to work. Now I don't know how cuepoints are working, but maybe you could just have a look at the file and tell me, if it was fit for this usage: plats/talkmove2.wav
How do I work with cue points? Is there a guide?

Thx for your help fellas :D

Greetings
qd
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