Sound Paths? Created 19 years ago2005-10-16 14:39:36 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 19 years ago2005-10-16 14:39:36 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 19 years ago2005-10-16 14:39:36 UTC Post #141868
Is there any way to make an ambient_generic or something follow a path? For example, I want to turn one of my trucks that I have made into a func_tracktrain with sounds. None of the pre-loaded sounds that are avaliable sound like an engine so I can't use any of them. I don't want to have an ambient_generic "play everywhere" either so I need to know how if there is a way.
Posted 19 years ago2005-10-16 14:41:48 UTC Post #141869
Not without Spirit or other custom code.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-16 14:50:53 UTC Post #141875
You "could" set up a serious of ambient generics so that when the truck hits a certain path_corner, it plays the next sound. If the truck's .wav file is small enough, this should be able to go smoothly without player confusion.
Posted 19 years ago2005-10-17 02:43:53 UTC Post #141917
is there a way to add sounds to the list for func_tracktrain?
Posted 19 years ago2005-10-17 05:03:04 UTC Post #141927
Coding...
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