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Changing the door sound
Posted: Fri Oct 03, 2003 10:04 pm
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
Posted: Fri Oct 03, 2003 10:08 pm
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.
Kill Ya Later!
Posted: Sat Oct 04, 2003 1:07 am
by hogleg
Thx, I'll look that up now.

Not true
Posted: Sat Oct 04, 2003 2:49 am
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.
Posted: Sat Oct 04, 2003 1:11 pm
by crunch
So you mean I have been scripting doors just for sounds for nothing all this time?
Oh boy......
Thanks tltrude.

Posted: Sat Oct 04, 2003 5:13 pm
by hogleg
YEAH, that's the sound I wanted.
Thx Tlrude
cpp file
Posted: Sat Oct 04, 2003 5:35 pm
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.