I have a fireplace, using a trigger speaker, for a firesoft.wav file, I only want to hear the sound when I walk thru the door, and once I go back out the door, want the sound to shut off, I placed a trigger brush around the door, and have been playing with it, but can’t seem to get it to work, is there a easy way to set this up? Thanks
trigger sounds
<font size=“2”>is this for MP or SP??
If it’s SP try using an ‘ai_trigger’, give it a key/value pair of ainame/player and then target it at the target_speaker itself or at a target_relay (which is then targeted at the sound)… it should then trigger each time you go thru it and ‘alert’ the sound entity whichshould switch it on/off (you also do a similar trigger set up in your .script/.ai files which is slightly more reliable)</font>
<font size=“2”>nothing to add your honour… except… maybe quake3bits?? Is that alright??</font size=“2”>
<font size=-1>[ This Message was edited by: kat on 2002-09-10 22:51 ]</font>
Just a standard sound will work fine as soon as you move a certain distance away or move out of the PVS(Potential Visible Set) where the sound is located you will not hear it anymore.
Sock
3D Brush Monkey
I have made similar sound triggers when I develop rustling leaves for my aaw1 SP map.
Here is link with pics that explains how I made it.
http://www.tramdesign.net/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=2;t=001374
You could try placing an areaportal on the door, that would be the most realistic approach - when you close the door the sound is not on the PVS anymore thus you can’t hear it
On 2002-09-13 00:03, DiaZ wrote:
You could try placing an areaportal on the door, that would be the most realistic approach - when you close the door the sound is not on the PVS anymore thus you can’t hear it
/me wonders if you should close the windows as well?
Socl
3D Brush Monkey
yeah it has windows too, I just wanted to get the idea started, figured I could apply the same procedures to the windows as well? I will try out your ideas, and see what happens.