Custom trigge_hurt sounds


(TNR360) #1

I think I did this once without triggering a speaker, I have no idea how…

Is there a way to use a custom sound on a trigger hurt without targeting a speaker with a trigger_multiple?

As in, changing the sound that is played each time damage is done.

Thanks


(th0rn3) #2

replace the ingame sounds?


(TNR360) #3

no i put something in the entity window, like

key- sound
value- path

I dont remember… I’ll do a few tries


(TNR360) #4

holy crap that is what I did…

sorry for useless post


edit: acutally now Im having trouble creating a team specific trigger_hurt

I set the trigger hurt spawnflag to start off, and I targeted it with a trigger_multiple (set to allied only), if I run through as axis nothing happens like planned, but if I run through as allies I die… the problem there?

The trigger hurt is activated, which means if I switch to axis after running through as allies I will get hurt because the trigger is on.

any help with this? ideas?

thanks


(|WF|Doofy) #5

dunno if this is a good advice, but maybe u could try to connect trigger_multiple to target_script_trigger, that activate trigger_hurt-routine in script, like:
(name)trigger_hurt
{
spawn
{
setstate invisible
}
trigger activate
{
setstate default
wait 500
setstate invisible
}
}

maybe there is a simplier way so :stuck_out_tongue:


(isbowhten) #6

not an easier way… but sometimes wait commands cause problems…
it is the same only with a func_timer entitiy => the wait command isn’t in the script but in the keys of the timer.
and perhaps it doesnt cost as much performance to deal with accums and only set its state if necessary, but do not know…