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Triggerable Target_Speakers


AKPiggott

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I'm trying to get a target_speaker to work in the same way that a soundeset works. Only problem is, if the player stays inside the trigger for more than the "wait" time, it'll be re-triggered and you can have the target_speaker playing outside the area that you want it to.

 

It'll all be so much easier if you could change the radius of a target_speaker.

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I've just had another idea.

 

Is there anyway to block the sound of a "target_speaker" with a brush? I was thinking maybe a brush with a special texture that blocks sound. What I could do is have it looped on but build a perimeter of these special brushes around them to restrict where you can hear it from.

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No, blocking it won't work.

 

If you can't said the radius of a target_speaker, then what did Raven use in the Nar cantine? The sound definatly fades as you go away from it, and if you shoot them, they get fried and don't output sound anymore.

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Here's what I post to Lord_Frieza's thread:

Take a look at this: :D

 

;*********************

;console14

;*********************

localSet console14

timeBetweenWaves 0 0

loopedWave ambience/cp_14_lp

volRange 200 250

radius 200

 

What do you see? :D Volume range? Volume radius? Hmm...

 

This is from the base/sound/sound.txt where the soundsets are defined. And target_speakers can have soundSet key. I know that the entity description doesn't mention it, but there are other things it doesn't mention. I took a look in ns_streets.bsp and there soundSet is used. Actually not for the cantina music but for some consoles as you can see.

 

Maybe this is the solution for your problem. I hope so. :)

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