'custom' door sound not working

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wacko
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'custom' door sound not working

Post by wacko »

i have a metal sliding door triggered by a trigger_use to open it.
gave it key/value
sound_move / door_metal_open_move2 and
sound_stop / door_metal_close_stop1
both exist in uebersound.scr, when i put them in my tik and precache 'em, the engine even says, they are precached twice, but that door still has its wooden sound.

errm... why?
help would be great!
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Post by jv_map »

Use the sound_open_start, sound_open_end, sound_close_start and sound_close_end keys. Or just set doortype / metal.
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wacko
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Post by wacko »

did it work? well, yes and no. in fact, the door now has the standard sound of a metal door. but, i need a sound while it's moving rather than at the start or the end.
Maybe I didn't explain correctly: This door is rather a that kind that rolls up ( a shutter!?) and though a special sound when it starts moving up or down and another one when it has reached its destination would be nice, it must also have a sound while it's moving there. That's why sound_move seemed so inviting.

Will I have to make it a scripted thing, just to let it rumble? Don't remember sliding doors in MOHAA...
I found a sound alias in uebersound.scr that might fit: door_vault_roll_open which is using sound/mechanics/m6l3a_SlidingDoors_Open.wav, but how could i tell the door to play this while moving? Will i have to use this as the sound_open_start and adjust the speed of the door?
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Post by panTera »

You could place script_model (fx/dummy.tik) near the door and give it a targetname. Then give the trigger_use a targetname, like soundtrigger and also add a key/value of setthread/yourthread and probably a wait key (= length of the sliding sound) and a delay key too (= length of starting sound).

In your script write:
yourthread:
$soundtrigger waittil trigger
$targetname_of_scriptmodel playsound door_vault_roll_open

(also precache models/fx/dummy.tik)

Then try to adjust the speed of the door to the length of the sliding sound. With the doortype/metal and this sound while the door is moveing, it might get you the effect you want, well...sort of. It certainly sux to have to do all this to get a little sound working. :|
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tltrude
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path

Post by tltrude »

Try putting the path to the sounds like this:

Key: sound_move
Value: sound/mechanics/DoorRailcarOpen_01.wav
Tom Trude,

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wacko
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Post by wacko »

ty, will try that (hopefully tltrude's will work)
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Post by panTera »

..and if that doesn't work then you might even try:

key: noise
Value: sound/mechanics/DoorRailcarOpen_01.wav

small chance I guess...
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wacko
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Post by wacko »

no, noise doesn't work :cry:
tltrude's path settings neither :cry:
the script_model way is too long for my liking :?

so I'll leave the door the way it is: with sounds like a metal rotating door.

thanks for your help nevertheless 8)
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Post by panTera »

Okay suit yourself ;-)
(But really, the hardest part is to find a working alias in the ubersound, which you already have.)

anyways, you're welcome. goodluck!
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Post by Krane »

I'm having the same problem. I was wondering what to type in the value field for "sound_move" in the entity window...I've tryed sound/mechanics/bla bla or even typing just the alias like:

sound_move
door_vault_roll_open

Nothing seems to work. So the question is: What to type there? There's any possibility to USE that commands? Can we use doortype among w/ sound_move? So many questions and my fence-gate still sounds as a metal box...
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tltrude
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precache

Post by tltrude »

Maybe the sound wav has to be precached in, "mymapname_precache.scr". Below is part of a file found in pak5.pk3/maps named "m5l1soundcache.scr", but I have no idea how that script gets loaded--it is not done in the main script for that map. So, it would probably be better to just use lines, like below, in your precache script.

// script to cache sounds
cache "sound/environment/shuttersqueak_03.wav"
cache "sound/environment/rainpuddle.wav"
cache "sound/vehicle/planedying.wav"
cache "sound/dialogue/Generic/G/den_death_04.wav"
cache "sound/environment/thunder1.wav"
etc...
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Krane
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Post by Krane »

Txs again, Trude. Didn't work... I renamed to mymapnamesouncache.scr and didn't work either.

Back to the Entity window. It says:

"sound_move" Specify the sound that plays when the door opens or closes (default global door_moving)

....global door_moving...global door_moving.....global door_moving......(That was my last night's dream hahahaha)

What is door_moving????? Inside global???? Is it an alias??? where is it?

I'd LOVE to put ANY sound on that door just to realize HOW to call a sound from that d*** field...


ps: d*** stays for door.
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tltrude
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Star Trek

Post by tltrude »

How about a nice Star Trek sound? This one works in all game types--without an ubersound work around!

$my_door playsound m1l2b_disabletruck

Try it in your sound_move thing too:

Key: sound_move
value: m1l2b_disabletruck
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tltrude
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Star Trek

Post by tltrude »

How about a nice Star Trek sound? This one works in all game types--without an ubersound work around!

$my_door playsound m1l2b_disabletruck

Try it in your sound_move thing too:

Key: sound_move
value: m1l2b_disabletruck

Have you seen my door2 tutorial map? It has 26 doors and the map and script are included in the zip.

http://pages.sbcglobal.net/tltrude/Temp/door2.zip

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Krane
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Post by Krane »

Do I have to put this on my script?

$my_door playsound m1l2b_disabletruck

If yes, so I have to set a targetname for the doors(my_door), right?

Do triggerable sound plays for everybody in the whole scenario as ppl say?

Txs Trude, I see you're using a thread for everything in your doors tutorial. I'll try the "thread" method as long as the sound only plays in that part of the map.

But I'm still looking for these 4 (at least) sounds that THE D*** DOOR PLAYS WHEN YOU USE IT( both wood open and close, and both metal open and close). Because the sounds are there and the entity window says it is playing the global/door_moving...

...global door_moving...global door_moving...where are you?????
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