SP - error message


(kat) #1

anybody know what this means??

NULL ent -> think

the yellow error screen pops up on this one bombing out of the game, it happens just after a triggered event section that includes a ‘rumble’ entity…?!


(sock) #2

What effect are you exactly after … screen shake, big rumble sound ?

Have you checked out the rocket.sound file ?

snip snip

rocket_v2_explode
{
shake 0.4 16000 10000
streaming
global
auto
sound sound/scenaric/rocket/v2_explode.wav
}

rocket_v2_takeoff
{
shake 0.1 16000 20000
streaming
global
auto
sound sound/scenaric/rocket/v2_takeoff.wav
}

rocket_bridge_fall
{
shake 0.2 1024 7000
streaming
global
auto
sound sound/scenaric/rocket/bridge_fall.wav
}

Sock
3D Brush Monkey


(kat) #3

<font size=“2”>ah… I did check out the sounds themselves but not the sound file. I don’t follow what that ‘shake’ entry does though unless it effects the audio somehow, I can’t see it effecting the map?!

I found out by accident the ‘target_rumble’ has some default sounds but they’re not mentioned (can’t seen to find them either)

The sequence is a ground shake, a 5 second delay then the breakup of a rock with a triggered sound at the same time. I initially had them fired by one relay but that’s when the error popped up so I’m just about to try 2 separate relays…</font>


(sock) #4

The above snip snip is from the rocket sp sound config file and it shakes the screen and gives you a nice rumble sound all at the same time!

What they did was to create a “target_speaker” entity and use it via a “target_relay” entity. The “target_speaker” entity has a keyfield of “noise” which points to the relevant line in the sound file. Under the following directory (main/sound/scripts) you will find “rocket.sounds” file. Likewise you can create your own version as well but it has to have the same name as your normal bsp name.

This file is a SP thang only and will not work in MP at all. I’ve also got a nasty suspicion that the shake command in the script config file is meant to work in the sound file only, but it may work in a normal SP script as well.

Sock
3D Brush Monkey


(demonspawn) #5

very cool you guys
I can definitely use this
Thanks


(kat) #6

What they did was to create a “target_speaker” entity and use it via a “target_relay” entity…

yah this is what I’ve been doing… seems to work better this way, infact triggering anything ingame seems to work better like this…!!

I’ve also been ‘bypassing’ the use of a sound file by simply using the ‘playsound [filepath]’ scriptline, found it easier to do this than hunt thru the *.sound files for the right entry (not so much of a problem with SP I suppose as you can create your own [as you know Mr s§ock]) :wink:


(sock) #7

On 2002-09-05 23:05, kat wrote:
not so much of a problem with SP I suppose as you can create your own [as you know Mr s§ock] :wink:

ROFL, thats my favourite character in the ST universe! damn I better get some pointy ears out for a company photo. :wink:

Sock
Fascinating Brush Monkey


(kat) #8

…Fascinating Brush Monkey

hehe :smile:

Sock when you get a chance, can you have a look thru the entity list (keyboard ‘L’) for the rocket map and see if they’ve got any target_rumbles. I’m still getting that odd error message posted above so I’d just like to double check thier settings??

just about to try that *.sound command ‘shake’ in the *.script file and see what that does as I’m sure that error is something to do with that target_rumble entity…

[EDIT]woooop?! that didn’t work… heh. and I quote “unknown action : shake”


(SCDS_reyalP) #9

FWIW I have a working target_rumble in MP that looks like this:


// entity 264
{
"wait" "1"
"rampdown" "0.1"
"rampup" "1"
"duration" "5"
"noise" "sound/world/brickfall.wav"
"endnoise" "sound/world/stonefall.wav"
"startnoise" "sound/world/pebble_fall1.wav"
"targetname" "rock_rumble"
"origin" "-1832 920 -76"
"classname" "target_rumble"
"spawnflags" "1"
"pitch" "6"
"yaw" "6"
}


rocket (SP) doesn’t seem to use any. You can look at entity key/values in the .bsp files using a hex editor, or a text editor that doesn’t mind NULLs and long lines. Just search for the name of the entity to get past all the binary glop.


(kat) #10

On 2002-09-08 09:04, SCDS_reyalP wrote:
FWIW…

FWIW…!!! it’s worth more than words can say… (ooops line from a song popping up …!) Seriously, thnx for that. I noticed the ‘origin’ comment, that’s just to tell it where the effective center of rotaion is yes?? and not the origin of a script_mover??

[EDIT]I think I found out what that error was and it’ll make you laugh… I put a ‘wait’ time in of ‘0’ which effectively give the game no ‘think time’… d’oh…!


(SCDS_reyalP) #11

Origin should be set by radiant when you place the entity. That’s what I get for copying out of the .map file

For brush based entities (like a script_mover) you can set the origin key by hand, but it is usually easier to use an origin brush. I actually did a bunch of movers before I learned that.

Well, now you know not to wait for 0 time :razz:


(demonspawn) #12

I’ve been trying to get a shake to happen in my map and haven’t been sucessful.
I followed Socks instructions

“The “target_speaker” entity has a keyfield of “noise” which points to the relevant line in the sound file.”

Is the relevent line
(sound sound/scenaric/oee/rumble.wav)
or is it
(sound/scenaric/oee/rumble.wav)
or is it the name of the script
(oee_ground_shake)
As you can see I have tried everything.
I have created a new sound script
(oee.sounds)
I have added that script to the sound filelist.txt
EX
oee_ground_shake
{
shake 0.8 16000 20000
streaming
global
auto
sound sound/scenaric/oee/rumble.wav
}

The target_speaker is fired by a target_relay

What am I missing?


(kat) #13

I’m still not sure what that entry in the *.sound file does but I don’t think it will create our ingame shake, is that what you’re wanting to do?? make the screen shake??..

The only reliable way I’ve got the shake to work is for the target_rumble entity to indirectly triggered by a target_relay (which in turn is either script triggered or event triggered ingame)

If you leave out any sound files on the target_rumble it defaults to some nice rumbles noises but if you don’t want to use that then you need to enter the key/values that point the ‘blank’ sound in sound/scenaric/general (I think).

You then need to mask this with your target_speaker with it’s own triggered sound (maybe connected to the same target_relay that triggers the rumble)

[EDIT]oh also found out you can get that error message ‘NULL ent -> think’ if you try to re-trigger an event before it’s finished it’s 1st run…!


(demonspawn) #14

Ok I’ll try your way, thanks