Sv_StartSound !0 not precached (0) in my scripted_sentence. - Map file included. Created 4 years ago2019-08-24 20:09:10 UTC by Tecnost Tecnost

Created 4 years ago2019-08-24 20:09:10 UTC by Tecnost Tecnost

Posted 4 years ago2019-08-24 20:09:10 UTC Post #343082
Hello everyone,

I have no clue what I should do, I have tried everything. I tried placing an ambient_generic that uses the same sound of the scripted_sequence, nothing, total silence.

I made a scripted_sequence that uses a custom voice, I made a trigger_once linked to a scripted_sentence that makes the scientist talk my custom line, but when I trigger the trigger_once I get an error in the console saying "Sv_StartSound !0 not precached (0)"

So in my sentences.txt file, I added this in the top of the file.
`// CUSTOM SENTENCE LIST
M7COMPL scientist/map7cmplt

I added the custom sound inside the scientist folder correctly, with the right name and all. And I made it as a .wav, too.

I really have no idea, why the game complaints about this? Why?

I have uploaded my map file, if you could check it out for me it would be amazing, thanks.
https://drive.google.com/open?id=11yRXlr_0GviP5rJWhxcg5RWGd4pjbQbf
Posted 4 years ago2019-08-25 08:40:38 UTC Post #343083
Have you tested with a standard HL line? If that doesn't work your entity setup needs tweaking. If standard lines work and yours doesn't then it's a problem with your audio file.
monster_urby monster_urbyGoldsourcerer
Posted 4 years ago2019-08-25 10:29:35 UTC Post #343084
Hmm, I renamed my custom audio file into one used in Half-Life, and now it works properly. Thanks.
Posted 4 years ago2019-08-25 17:18:22 UTC Post #343085
Well, that's not quite what I meant, but at least it's working. I would guess there was a typo somewhere with your previous setup.
monster_urby monster_urbyGoldsourcerer
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