Changing the door sound

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hogleg
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Changing the door sound

Post by hogleg »

I built a elevator using the door function and when I set its parameters I clicked on sound and told it to use the idletank sound but it does not work.

I keep getting the wood door sound. What am I doing or not doing wrong?

Thx
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crunch
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Post by crunch »

To use that sound, you would have to script the door, I believe.

The types that are available in the entity window are wood, metal, and rusted metal....(and I think "garage" but I am not sure.)

By default, a func_door or func_rotatingdoor sound is wood.

Other than those sounds, you would have to script it.

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hogleg
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Post by hogleg »

Thx, I'll look that up now.
:wink:
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tltrude
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Not true

Post by tltrude »

You can change it right in the door's properties. I would suggest using these for an elevator.

Key: sound_open_start
Value: lighthouse_run

Key: sound_close_start
Value: lighthouse_run

Key: doortype
Value: metal

There is no sound alias name called "idletank" in the ubersound script. Do not use the "sound" button in the entity window.
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crunch
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Post by crunch »

So you mean I have been scripting doors just for sounds for nothing all this time?

Oh boy...... :oops:

Thanks tltrude. :)
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hogleg
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Post by hogleg »

YEAH, that's the sound I wanted. :lol:

Thx Tlrude
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tltrude
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cpp file

Post by tltrude »

The discriptions of door options are in the code folder of the entdefs.pk3. But Scorpio Midget rewrote those files and he add a lot of options that were left out of the original.

sound_open_end
sound_close_end

You can find his modified entdefs.pk3 right here:

Gees, the link is busted over at the TMT forum. Oh well, if you want it just e-mail me Crunch.
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