Adding script/origin airplane sound, no workie

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hogleg
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Adding script/origin airplane sound, no workie

Post by hogleg »

OK, I added a airplane to cruze through my map, it works great.
Problem: I add a small box and gave it script/origin and put in this:
#pause/1.5
#set/2
$sound/airplane5
$targetname/bomberspeaker
targetname/t161

Well, not only do I not get my sound but it knocks out my plane! :x

Is there something I should be adding to me Script !!

Thx
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tltrude
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targetname

Post by tltrude »

Take out the extra targetname and it should work for the #set 2 plane. The speaker does not have to be targeted by anything. Just place it between the path and where the players will most likely be when it flys by.

Here is a tutorial map that shows a lot of different ways to trigger the plane and how to make it drop bombs and explode things. The .map file is included.

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

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Post by jv_map »

I don't think script_origins can emit a sound... better use a script_model with key / value: model / fx/dummy.tik
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Script_origin

Post by tltrude »

Script_origins work fine. Any entity with a targetname can emit sound.
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Post by hogleg »

Thx, I'll give it a whirl.
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Post by hogleg »

well, I removed targetname/t161
still doesn't work.
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Post by bdbodger »

did you try

$bomberspeader playsound plane5 in your script ?

or

$myairplane playsound airplane

are you useing a sound that will work in your map or do you need a sound fix what does the console say ?
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Post by hogleg »

No, but I will tonight.

Thx
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Bomber

Post by tltrude »

The bomber.scr script has that line already (spelled correctly). Recheck your #set numbers. How are you triggering the flyby?
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Post by hogleg »

I'm triggering it with Trigger_Multiple through an arch.
Here it is:

#set/2
$targetname/bombertrigger
classname/trigger_multiple

I have done what u suggested, getting rid of ( targetname/t161 ).
Should I have removed $targetname/bomberspeaker instead?

This should be really easy :x
Guess I'll study your map and figure it out.

Thanks alot
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Console log

Post by tltrude »

You can make a log of the console by typing "logfile 1" in the console just before you run your map and walk through the arch. That makes a file named qconsole.log in main which you can open with Notepad or Wordpad. If you post the text of the log here, We should be able to see the problem very quickly.
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Post by smartaiguy »

hmmm... everything looks ok but yeah, get the log of the console and we should be able to figure it out.
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Post by hogleg »

Glad to learn that , thanks.

It says here u can't use a script/origin for sound:

Any entity can make a sound (even multiple sounds simultaneously if you want) provided it has a model. This means a script_origin can't emit a sound nor can any of the speaker entities in the Radiant right-click menu. It's common practice to use a script_model with model 'fx/dummy.tik' as invisible speaker entity.

I found that here, on the tutorial???????
Hey Tltrude is that statement correct?
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No

Post by tltrude »

No it is not!!! I use script_origins and script_object brushes with nodraw texture as speakers all the time. Using the speaker entities in the Radiant right-click menu is a bit tricky, but they work too.
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Post by hogleg »

Tltrude wrote:
"I use script_origins and script_object brushes with nodraw texture as speakers all the time. "

So....
Hmmmm, do I need to use nodraw texture on my script_origin box?

OK, I did the logfile 1 and the log had well here:

LOCALIZATION ERROR: 'plane2' does not have a localization entry
Have a bunch of these!

And this on the sound:
-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/ubersound.scr
Couldn't load sound: sound/null.wav
Couldn't load sound: sound/amb/amb_machineloop_05.wav
Couldn't load sound: sound/mechanics/moh_cello3.wav
Couldn't load sound: sound/mechanics/moh_cello4.wav
Parse/Load time: 7.508000 seconds.
-------------UBERSOUND DONE---------------
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