Custom door sounds Created 20 years ago2004-07-06 18:38:05 UTC by CiRCuiT CiRCuiT

Created 20 years ago2004-07-06 18:38:05 UTC by CiRCuiT CiRCuiT

Posted 20 years ago2004-07-06 18:38:05 UTC Post #39293
Is there any way to make doors play a custom sound when moving whithout having to replace any original sound?
Posted 20 years ago2004-07-06 18:40:31 UTC Post #39294
use spirit. google
Posted 20 years ago2004-07-06 18:46:39 UTC Post #39297
Fake it!
Set the door sounds to 'no sound'.
When the door starts to move, trigger an ambient_generic with 'not toggled' off.
When it stops, trigger it again and trigger another ambient_generic with 'not toggled' on for the stop sound.
Same for opening the door.
No problem with a multi-manager.
Posted 20 years ago2004-07-06 18:49:39 UTC Post #39298
i think you can use the "speak global" or "speak AP" parameter to point to the file you want to play. or if that doesn't work the way you want, just have whatever's targetting the door, target an ambient generic that plays your sound.
Posted 20 years ago2004-07-06 18:53:12 UTC Post #39300
I tried targeting an ambient generic or a multi_manager, but it would only trigger after the door stops moving

I didnt get it about the speak global or speak AP
Posted 20 years ago2004-07-06 18:57:32 UTC Post #39302
i think spirit can solve that too, but theres a few lil things yuo must know.
its a hl toolkit, so you can only make hl maps with it.
its a hl mod, so people without it wont be able to play your maps unless you make a full mod out of it.
Posted 20 years ago2004-07-06 19:00:51 UTC Post #39303
Im working on a map for CS :
Posted 20 years ago2004-07-06 19:05:25 UTC Post #39305
Make the button or whatever trigger the mm.
The mm triggers the door and th sounds.
like this:
my_door 0
my_movesound 0
my_stopsound 2
Posted 20 years ago2004-07-06 19:10:57 UTC Post #39306
Had tought about that, the problem is that im making the old 007goldeneye multiplayer map "temple", so there are no buttons involved.

I was thinkin about a passable, invisible button inside the door, is this possible?
Posted 20 years ago2004-07-06 19:13:06 UTC Post #39309
Trigger_multiple!!!!
Posted 20 years ago2004-07-06 19:16:02 UTC Post #39311
triggerable only with ur use key?
Posted 20 years ago2004-07-06 19:17:04 UTC Post #39312
???
D'you have ICQ?
Posted 20 years ago2004-07-06 19:17:59 UTC Post #39313
nope
Posted 20 years ago2004-07-06 19:21:07 UTC Post #39314
Well.
Create a trigger_multiple around your door.
Make it trigger the mm.
As soon as someone enters the are of the trigger_multiple, the door open with your sounds.
Posted 20 years ago2004-07-06 19:24:49 UTC Post #39315
I tried targeting an ambient generic or a multi_manager, but it would only trigger after the door stops moving
dont have the door trigger the ambient, have what's triggering the door trigger the ambient.
I didnt get it about the speak global or speak AP
yeah those door properties may be specific only to tfc (what i map)

only $2500 for my bike :)
Posted 20 years ago2004-07-06 19:26:17 UTC Post #39317
I'll take it.
If you give me the $2500. :)
Posted 20 years ago2004-07-06 19:28:35 UTC Post #39318
I was thinkin about a passable, invisible button inside the door, is this possible?
or you could just make an invisible button that moves staight up or down (out of the players way) very fast. set the speed to like 9999 or somin.
Posted 20 years ago2004-07-06 19:31:10 UTC Post #39320
The thing is i want it to be triggered only by the use key, and theres nothing triggering the doors

I think I got it, ill make an invisible door inside the door, since func_door can be invisible and passable, and with the appropiate lip, it wont move :D
Posted 20 years ago2004-07-06 19:34:50 UTC Post #39321
The invisible, fast moving button may work too

Thanks 4 your help

I may be submiting my map 007temple soon so stay alert
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