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Two Questions


Merovingian

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1. Use a target_speaker and put it inside or close to the fire, make sure the "sound" key uses a sound that sounds like fire!

 

2. I think that some fx files can do that, but I'm not sure. You can make the color different, use the color key, and fool around with the numbers. Use a light entity inside the fire for this!

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Back in the day my friend made a cool dueling map for JO, and he just used a fire color (orangish) light, and gave it one of the flickering effects, and put them near any "torches" he had.

 

The light would bounce off the tree models at the edge of the map and made some real great ambience. (The map was outside a jungle temple at night.)

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Make a trigger brush as large as you want (or as small), but large enough for the player to fit inside; it should be large enough to cover the area you want the player to hear the fire. Make the trigger brush into a trigger_multiple.

 

Then use the target_speaker (assuming you used that, I'm not sure if it can be done any other way...) and put it inside the fire. Go back to the target_speaker, select it and press the n key. Check mark the option that says activator. I'm not sure if looped on is necessary, but try it!

 

Now, for the sound key, stay on the entity window for the target_speaker and next to key, type in noise and next to value, type in sound/effects/fire_lp.wav.

 

And finally, connect the trigger_multiple and the target_speaker in that order. After that, it should work!

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