beam light and ambient sound ...

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-Gandalf-
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beam light and ambient sound ...

Post by -Gandalf- »

1. ok quick question first with beam lights ... i did the tut from wacko and got them in game very nice ... just that the brush cone-shaped with the beam tex is solid so i cant pass through it, what should i do to it in order to make it transparent, passable?

2.

check this out ...

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this is the path where i have my custom mp3 ambient indoor sound

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this is my .mus file

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area trigg in-game ... room trigger_multiple

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trigger entity info

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.scr opened up


any ideas why my sound is not playing on that trigger when i enter that room ... it keeps on playing Amb_M6_TownExt.mp3

do i have to have Maybe_Indoor extracted into my sound/amb_stereo folder in mohaa, is this it ... or its ok to have it in the .pk3 ...

Image

thanx
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jv_map
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Post by jv_map »

I should not be in a pk3.

For the trigger, set# should be #set instead.

To get a non-solid light beam, either use common/nodraw on the top or bottom face or make it a script_object and tick the notsolid box.
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Post by -Gandalf- »

uuu quick as a gecko ... haha sorry i was just about to post that i figured the beam thing through the script_object, just a tad bit late 8) ...

oops messed up on the set# ... duh, do i feel dumb :roll: :lol:

thanx a lot jv you da man!

EDIT:

ok changed the set# - #set ... and placed the Maybe_Indoor.mp3 into mohaa/main/sound/amb_stereo ... i entered the map walked through the trigger and nothing happened ... :cry: ... hmm gonna check on it again and see if it says something on the console ...
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Post by -Gandalf- »

nope nothing on the console ... only that localization entry gibberish ... hmm ...

perhaps i could change the trigger with key setthread and value ... whatever

and have in my scr

Code: Select all

whatever:
$whatever nottriggerable
$whatever loopsound Maybe_Indoor 0.6 40
$whatever triggerable
end.
dunno ... unless you can spot what's missing or wrong from above ...
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Post by jv_map »

Did you read the ambient sounds tutorial? :?
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-Gandalf-
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Post by -Gandalf- »

of course i did :wink:

this one's and the tmt one ...

did the trigger area ... applied the stuff in its entity box

added my .mus + stuff in .scr ... placed it all under proper folders as you can see from the screenshots ... and i have my .mp3 outside in the mohaa/main/sound/amb_stereo folder ... my map is multiplayer ... dunno what to say

the .mus has the sound/amb_stereo path so putting just the name Maybe_Ingame and placing it in that folder shoud be enough there ... dont know what to say ... have it set as aux2 considering is interior, inside the room as you can see in screen ... i'm at dead ends here ...
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Post by jv_map »

I will explain :)

The playsound command has absolutely nothing to do with your .mus file.

To use your .mus file, just add

exec global/ambient.scr <musname>

at the top of your script file, just below level waittill prespawn.

<musname> is the name of your .mus file without extension and without the 'music/' folder.

Example:
exec global/ambient.scr gandalfs_music

You don't need any other scripting.
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Post by -Gandalf- »

yep dont worry that's how i have it now, just like in the tutorial ... but i was trying to do it another way to see if it worked for me ... cause its not picking it up ... the Amb_06 bla bla - normal and aux1 works and i can hear it ... but the aux2 with its trigger_multiple is not working ... :x
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