Sound. big wait or scripted?


(nikita) #1

On goldrush neer truck barriar 1 and health and ammo cabinets, sometimes there is a dog sound barking, how do you make the sound 2 be trigger in an area 1nce in a while

I CANT look at goldrush.map cause its 2 heavy 4 my comp its like 1 frame per minute…

so is the sound is on a big wait + looped on? or its scripted?
if its scripted can some1 give me the script structure?


(kamikazee) #2

Some little hints: - you can turn on ‘cubic clipping’. It’s a blue icon in the toolbar at the top. This tool will hide everything that is too far away from you so you can fly around with less lag. Remember where the button is if you turn it on though! This way you won’t be surprised when you can’t see the other end of your larger maps.

About the sounds: these are (probably) not scripted. More info here: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=91331#91331


(nikita) #3

1st i work with 1.5 gtk redinet = dont have that option
2nd ty
3rd its still doesnt say how 2 make the sound 1nce in a while


(Shaderman) #4

It does :wink:

wait
Sets the time in milliseconds after which the speaker is played again. The looped flag must be set to no. Speakers with a wait time can’t be triggered from a script.

random
Sets the span in milliseconds by how much a wait time is randomised, e.g. setting wait to 10000 and random to 2000 will repeat the sound every 8 to 12 seconds.


(nikita) #5

yea ty silly me didnt notice