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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Negke 
There is a force retouch in the teleport death check which I believe causes touches for all entities to be reconsidered.
When you make a hack trigger you bypass normal touch check which means ALL entities can trigger it. 
Looping? 
necros/highwind.wav
Goldwave shows a cue point on that file 
Onetruepurple 
I think the toggling code may have never worked. When you toggle an active play_sound_triggered it silences the currently playing sound but doesn't cancel the scheduled retrigger of the sound. This is not the advertised behaviour so I will put it on the fix list for 2.2.

In the meantime, it sounds like you would get away with killtargetting the play_sound_triggered entity instead, since I guess you are alright with it switching off permanently. If the sound still persists when you killtarget, write back and I can describe a more complicated set-up to ensure it gets used and then immediately killed. 
Killtarget Didn't Work. 
n/t 
Ok, Plan B 
The slightly more complicated way that I think stands a good chance of working. We want to first target the play_sound_triggered so that the broken toggle code at least silences the currently playing sound, then immediately killtarget the entity so it can't play again.

Luckily when the code was fixed to allow entities to killtarget and target things at the same time, the order that these things happen is targets first, then killtargets. This is to allow self-destructing set-ups to work without relying on using entities which have been removed (too much), but it also helps us here. Set the scourge to both target and killtarget that play_sound_triggered. If that doesn't work you might have to hold out on the patch... 
Nope 
Seems like killtarget won't remove the sound no matter what. 
 
If that doesn't work you might have to hold out on the patch...

Eh, I might end up scrapping this bit altogether since the execution is far removed from how I envisioned it.

Thanks anyway! 
 
k, I had a chance to look over my code and I remembered:

In order to do what you are doing, you need to set 'wait' to 999999. As long as the sound has it's own loop points (as that one does) it will work fine. 
As An Aside 
At the end of scampsp1 I had tried to use Shub's death sound at the start of the end battle, and it turned out to be looping... I threw so many millions of entities at it to kill the looping behavior... but uughh *shudder*. 
The Funny Thing Is 
sometimes it actually did turn off! 
Stopping Sounds... 
I made it "Fort Driant" map, stopping the looping sound of the central nuclear power plant.... as far as I remeber the idea is to chain triggers that loops, and one is triggering the sound. note the sounds doesn't have to have loop marker, as it is repeated by trigger... so with a kill target, it is possible to break the chained trigger , hence breaking the loop, and then stop the sound...
dunno whether it is clear enough...
Other option is to exhumate the map code... though... 
Necros 
Adding wait only made the sound not turn on on the first time it was targeted. 
 
that's odd. it is supposed to turn on immediately. are you within hearing range of the sound when it is triggered? if you are outside hearing range, the engine will not bother registering the sound as started and it will not be playing when you move into range. 
 
The SNG, scourge, and the sound are close to eachother in a box detached from the rest of the map that the player teleports in and out of.

Maybe the teleportation is a problem? 
 
yeah. that's it then. like I said, if a sound starts outside of hearing range, then the engine ignores it and doesn't register it as playing. so if you teleport into hearing range after it has started, then it won't be playing.

if you can make it start a split second AFTER the player is in hearing range, it will work though. 
That Can't Be It 
Since the sound is triggered by picking up the SNG.

Maybe I should just send you the map. :P 
 
I can take a look, sure. 
Ne+ 
Indeed. I didn't notice at first, but all the other doors open as well. Guess I'll have to bite the bullet and use SUB_Null then. There won't be that many roaming monsters, anyway. 
Well 
if you can find what errant entity is in the area touching the trigger, maybe you could move it?

but yeah, that's the unfortunate part about bypassing the touch checks. :( 
OTP 
You had 'state' set to '1' on the sound entity. this was stopping it from working the way I described earlier.

if you remove that (or set to 0) and then put 'wait' to 999999, it should work. 
Thanks! 
 
Necros 
How exactly did you do that perma-powerup trick in ne_tower? I tried the same (respawning items in a remote closet, teleport destination inside ceiling), but it's very unsmooth. If I remember correctly, it wasn't even noticable in your map. 
Func_movewall 
Any tricks to make func_movewall actually work when rotating a train, with monster/player inside?
I can get several loops around the path but eventually the passenger falls out.
Perhaps two paths, don't rotate the func_movewall and rotate the rotate object. Would limit the look of it though...
Any ideas? 
 
Nope. They suck. I tried it with my crane sequence but if the player pushes against the wall they just slip through. 
Trains... Or Too Much Minecraft 
Old school works. plain old func_train style.
I found if you make the movewall one entity, a box it works good. Just limits the design of the rotate_object to something centered around the box. Made my train a bsp model (don't have to fight texture alignment). Set up a rotate_object out in front with model set to s_null.spr and effects 8. headlight! If i can get it to go up and down hills I'll post a demo. 
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