Flashing light, and Sound Questions..


(DarkViper) #1

Ok i have multi questions… Instead of spaming forums with my questions id ask em in one post :slight_smile:

  1. I have used the search, Ive got far as getting the flashing light… But is there any way of getting it brighter and forceing it to shine in one area… Like a bar Probe light XD…

  2. I also used the serach for this… Got the music to work… But if i want it going into different areas… like 4 speakers in a room… how would i link the target_speaker to those 4 speakers in the room So the sound comes from those spakers instead of one spot…

Thanks

DarkViper


(Loffy) #2
  1. No idea, sorry
  2. Im not sure I know what you mean. You want the sound to be fililng up the space, giving the player the impression that it is everywhere? And not just coming from a specific point in the room?
    In a room, you could place four speakers high up, and give them all the same scriptname/targetname. Then trigger them when a person walks into the room, and the sound will be filling up that room from the player’s perspective.
    Was that what you had in mind?
    //L.

(DarkViper) #3
  1. Crap :stuck_out_tongue:
  2. i like… But how do i trigger it so it comes on when the person comes in the room? And how would i clip the sound around the room so it doesnt leak into the others lol…

Cheers

DarkViper


(nikita) #4

i dont remeber that command i think it was SOUND = define the volume and radius or i dont remember


(Loffy) #5

DarkViper, you can make a big brush in the room. Put “trigger” texture on it. You will find that texture in the texturefolder “common”.
Then, deselect everything (ie hit ESC), select that brush and right-click anywhere in the 2D-view window, and select trigger_multiple.
It will turn the brush into a trigger multiple.
While it is still selected, press “N” to bring up the entity-information. You can enter keys and values there.
Enter the key “wait” and the value “10” (or any value). The trigger will only fire every 10th second.
Enter the key “target” and the value “roofspeakers”. The trigger will now target any entity with the targetname “roofspeakers”.
Next, deselect everything. Select the four speakers. Hit “N”.
Enter the key “targetname” and the value “roofspeakers”.
Put the speakers as I suggested high up, near the roof.

If it works, the trigger_multiple will fire the speakers every 10th second. Change the time to the length of your sound-effect.

//Loffy


(DarkViper) #6

What if i want them in 4 corners… Will it still work?

EDIT: nvm, I asked a stupid question… Shoulda tried it myself before asking XD… It does work if anyone wants to know.


(nikita) #7

Key =Volume value = - ?
ley = Range value = - ?
thats what u need i think 4 making it be in a specfic room
you can allso define sound within your map
/devmap = map
/sv_pure = ?
/developer = ?
/editspeakers
/dumpspeaker
/modifyspeaker

thats what helped me


(d3coy) #8

yea, you can place the speakers to your liking, they will still play when triggered regardless of where they are at.


(DarkViper) #9

All done… Thanks alot guys… :slight_smile: Its a seccret room in ewp_castlejump_final :wink: Try find it :stuck_out_tongue:

One more question…

How would i remove the func_explosive on the oasis wall?


(Shaderman) #10

By selecting the brush(es), right click on the grid and selecting “ungroup entity”.