Objective taken suspense on Venice


(Manwhore) #1

So, we all remember the looped suspense sound you hear when an allied soldier takes the Relic in the Venice map. It loops until the soldier delivers it to the boat or until an axis soldier recaptures it.

My simple question: how is that done? I looked at the script file, but cannot seem to implement the same concept in my project.

Thanks in advance for your help!


(Pande) #2

you just need to kill the entity after it is triggered. In that case, it will work because Axis cannot return it. But if you wanted it to return, use scripting because this game has no target_activate / deactivate entities. :frowning:


(th0rn3) #3

enablespeaker [targetname]
disablespeaker [targetname]

speaker must be looped_on and be global


(Pande) #4

ooo…thanks!


(Manwhore) #5

Got it up and running, thanks a bunch!


(shagileo) #6

Right ok thanks it works.

In the script file you need indeed enablespeaker when attacking team has obj and disablespeaker when axis has returned their obj.

Sample:

trigger axis_object_stolen
{
wm_set_main_objective 1 1
	enablespeaker taken
}

trigger axis_object_returned
{
wm_set_main_objective 1 0
	disablespeaker taken
}

First I created 1 speaker via /devmap mode in map
/editspeakers
/dumpspeaker
/modifyspeaker

put in the correct settings :

	noise "sound/vcar10/taken1.wav"
		origin 2858.02 -1488.28 -1331.89
		targetname "taken"
		looped "off"
		broadcast "global"
		volume 250
		range 10000
	}
}

I think it speaks for itself :slight_smile:

And then when allied team has taken objective, you hear the suspense loop over the “whole” (tweak the range a bit) map.
Then W:ET generates an .SPS file that puts in your mapspeakers.
So with that technique, you won’t need radiant to bsp to test or so.


(Pande) #7

wait… you can compile entities into the game through the game itself? does this apply to all q3 games? how do I go about doing that kind of stuff? sounds kool :slight_smile:


(Flippy) #8

I think only speakers:
http://tramdesign.planetwolfenstein.gamespy.com/tutorials/etdocs/speakereditor.html


(shagileo) #9

Yes afaik this only works with speakers. It’s pretty easy and handy, knowing you don’t have to compile the whole thing again when just adding one speaker.