Chthon Lava Balls
#9965 posted by negke on 2010/07/09 21:44:40
What distance do they fly until they're removed - 1024 units?
My Balls Last For 1792 Units
#9966 posted by Chthon on 2010/07/09 21:59:02
Quoth Sound Issue... Continuing
#9967 posted by JPL on 2010/07/10 21:11:57
necros said a while ago in #7873: play_sound_triggered still does have the ability to stop a looping sound from playing. as long as impulse is set, if a play_sound_triggered (with the toggle flag on) is triggered again, the sound will be stopped.
I tested it and it does not work, so I guess I forgot something. Here it is and how it looks in .map file
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"toggle" "1"
"impulse" "0"
}
Obviously the entity will be triggered by two different triggers (actually a target2 field in two different func_teleport)...
So would anybody consider to help me please ?
Play_sound_triggered
#9968 posted by roblot on 2010/07/11 00:30:08
I didn't try this yet, but what you got looks correct.
"impulse" "0" I think is always default.
so maybe try "impulse" "1"
2 Things
#9969 posted by necros on 2010/07/11 19:34:16
"toggle" is incorrect. toggle is a bitflag in spawnflags with the value 1, so it should be replaced with "spawnflags" "1" (or add the appropriate checkbox in your editor).
and then, as roblot said, "impulse" has to be non-zero. if you set impulse to 0, it basically acts as if you didn't put anything at all.
Roblot/necros
#9970 posted by JPL on 2010/07/12 10:23:24
OK, I understand my mistakes. Thanks a lot to you guys.
I'll try it this evening ;)
Argh... Still Does Not Work
#9971 posted by JPL on 2010/07/12 20:09:52
In .map file it looks like this:
I have two trigger teleports that have a "target" destination, and a "target2" that triggers the play_sound_triggerd item, as shown below
// ToHell:g[2] -> Entities:g[9] -> trigger_teleport:b[19]
{
"classname" "trigger_teleport"
"spawnflags" "2"
"target" "InHell"
"target2" "HellRubble"
// Brush 0
And with the modification you suggested, the play_sound_triggered item looks like this
// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "1"
"impulse" "1"
}
What am I doing wrong ?
Maybe I Found The Issue
#9972 posted by JPL on 2010/07/12 20:12:29
Toggle field is bit 6 in spawnflags (according to func_door, when I set it)
So maybe play_sound_triggered should look like this:
// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loo...
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "32"
"impulse" "1"
}
Let's have a try
Failed
#9973 posted by JPL on 2010/07/12 21:04:35
:(
#9974 posted by necros on 2010/07/12 21:39:34
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S
i forgot one crucial bit of info last time, so sorry about making you run in circles.
the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.
if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.
if you want it to start off (not start off playing), set 'state' to '1'.
Necros
#9975 posted by JPL on 2010/07/12 22:37:06
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S
OK, understood, I though it was a generic set of field with one dedicated bit for ne dedicated function.
i forgot one crucial bit of info last time, so sorry about making you run in circles.
Bah, don't worry... ;)
the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.
if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.
Indeed, the sound loops automatically... So if I understood well, I have to set wait to sound lenght.... I hope wait field supports floating point values ;)
Anyway, thanks a lot for all these explanations :) It sounds like it is working fine ;)
#9976 posted by necros on 2010/07/12 22:53:10
I have to set wait to sound lenght
you don't have to. if the sound loops automatically, you can just set wait to a huge number and let the engine handle looping for you.
but there is that bug where if a sound starts outside your hearing range and you subsequently move into hearing range afterward, the sound will not be playing. using the 'wait' key will make it start again which can get around the problem if you sound isn't very long.
it could be either way. :)
Another Question That Occurred To Me:
#9977 posted by necros on 2010/07/13 00:54:04
are rotating MOVETYPE_PUSH subject to the same kind of .nextthink treatment as moving MOVETYPE_PUSH?
that is to say:
void() rotThink =
{
rotating.avelocity = '0 0 0';
};
void() thisFunctionIsRunningRightNow =
{
rotating.nextthink = time + 0.01;
rotating.think = rotThink;
rotating.avelocity = '90 0 0';
};
-assume you never get higher than 99fps
-avelocity is 90 degrees per second on X axis.
-you are getting only 10FPS
does the rotater rotate 0.9 degrees or 9 degrees before stopping?
0.9 degrees means it behaves like moving MOVETYPE_PUSH in that their nextthink is calculated retroactively after the next frame comes along.
9 degrees means it acts like non-MOVETYPE_PUSH entities and will only be updated when the next frame comes along.
looking at the source, i see they get a .blocked which i think implies they should behave just like moving MOVETYPE_PUSHers (which also means their nextthinks should be suspended while blocked).
I Need V_armor.mdl
#9978 posted by Shambler on 2010/07/22 13:44:31
Posted by SuperDuper Quake: v_armor.mdl [88.195.178.209] on 2010/07/22 13:33:25
When i go map. This error comes:
http://i28.tinypic.com/53uz2p.jpg
Quick Google.
#9979 posted by Shambler on 2010/07/22 15:00:08
#9980 posted by meTch on 2010/07/22 21:41:05
I wonder if he Fixed the thing where if you played as Jesus and threw the plagued gibs everywhere they would stay on the ground and kill all the monsters the second they spawned.
SIN
#9981 posted by madfox on 2010/07/23 00:34:16
Lately I was playing SIN and I wondered how to catch a grip on them, like extracting a map.
Quark5.1 has a setup for Sin, but the bsp does appear like a entity fill path only.
Watching the quark editor it is a Q3 game.
The wiki tells of a Quake 2 (id Tech 2, modified).
Is there a usefull input to these files or is it, like the progs of malice a J.C.ace?
Madfox
#9982 posted by spy on 2010/07/23 11:46:14
there is a tool "sinpak" or something to extract/watch the sin stuff
i've got it somewhere on my hdd, i try to search . or u could google search it by yourself
i cant remember exact name of that tool right now
#9983 posted by Zwiffle on 2010/07/23 17:44:52
Unrelated to this issue, but avoid the SiN anime at all costs. It is bad.
Teleporter Sound
#9984 posted by negke on 2010/07/23 18:02:48
Trigger_teleport emits its ambient sound from the center of the entity, right? For I just had this idea for a workaround for 'limiting' the sound in a certain direction by expanding the trigger volume into the opposite direction.
Teleporter Sound
#9985 posted by JPL on 2010/07/23 19:47:41
Please make this defature as an option through specific field ;)
Re 9984
#9986 posted by necros on 2010/07/23 20:30:04
o = (self.mins + self.maxs)*0.5;
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
yep
Gensurf
#9987 posted by madfox on 2010/07/23 22:43:24
I know Sin behaves bad and all. It's a real sin that shipment made turn out the game that bad to handle. But I must admit maps like "mansion" are done very impressive.
I had the pakfile converted to extracted files, but I couldn't find anything to use the *.sam files. There are Q3 compilers to make new sinpak files. But it feels as if the structure is hardly to work with.
As if I have to install all garbadge to extract Q3 files.
#9988 posted by gb on 2010/07/24 07:03:54
The sin files aren't always the same as id ones, I know that at least the pak files are different and can't be extracted/created with normal tools... maybe ask here:
http://www.ritualistic.com/forums/forumdisplay.php?s=da26c1f506ef14877848c952341bef7a&f=10
Re: Rj's Black Zombie Model
#9989 posted by negke on 2010/07/24 19:32:58
http://negke.quaddicted.com/images/blacklight.jpg
It can get even weirder...
In other news, fuck those random black triangles! Another totally unnecessary obstacle.
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