Fire
Moderator: Moderators
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
fire
There are three sound names you can use.
fire_small
fire_med
fire_large
So, just put in a speaker (a 16x16x16 script_object brush with nodraw texture and not solid set will work) and have it play the sound in your script.
$my_speaker loopsound fire_med
fire_small
fire_med
fire_large
So, just put in a speaker (a 16x16x16 script_object brush with nodraw texture and not solid set will work) and have it play the sound in your script.
$my_speaker loopsound fire_med
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echo_rancid
- Captain
- Posts: 264
- Joined: Sat Jan 31, 2004 4:31 pm
script
Under "level waittill prespawn" in your script, put this.
thread start_sound
Then anywhere after the end of the main thread add your sound thread.
start_sound:
wait 1
$my_speaker loopsound fire_med
end
For this to work, of course, the speaker in the map must be targetname "my_speaker". But, you can name it as you wish. You can add as many speakers as you need. This is a good one too.
$river_speaker loopsound river
If you ever need to stop a loopsound, it is like this.
$river_speaker stoploopsound
Hope that helps!
thread start_sound
Then anywhere after the end of the main thread add your sound thread.
start_sound:
wait 1
$my_speaker loopsound fire_med
end
For this to work, of course, the speaker in the map must be targetname "my_speaker". But, you can name it as you wish. You can add as many speakers as you need. This is a good one too.
$river_speaker loopsound river
If you ever need to stop a loopsound, it is like this.
$river_speaker stoploopsound
Hope that helps!

