I need to know now, how would I make an area of low gravity? I want a sort of tractor beam efx and then the area to be a low gravity "zone" so you can get aboard the ship.I don't want to use trigger_pushes in this though. another important question is how do I make one area have one music file, then the transition between that one and the next have none, then the next area have different music than the first one?
For music, use target_speaker 's. Read in Richdiesals tutorial how to use it :P
I'm guessing I'll have to use all target_speakers so as not to overlay the worldspawn music with the speakers music. :) I'll go read it and see if it helps now.
Wow, that's gonna be near impossible to pull off what I want it to do in some maps. Unless theres a special way around it. In the map I'm thinking of, it'd probably work. do you know if mp3s can loop in jk3? his tutorials were apparently written for jk2, as the banner said.
In MP, you can not have gravity change areas.
That sux. Oh well, I'll just use an invisible elevator, or a 'push to fling you messily up into the ship. Don't worry, of COURSE I'll put cushion brushes there to break your fall...of COURSE I'll make those surfaces specially for you with the surfaceparm parameter "nodamage"...of course I will. I'm LYING, I dont care. I'll just make a slow acting trigger to teleport you up. But anyway, I think that the target_speakers thing is'nt gonna work well, cause, couldn't you hear one track when the other is playing? Also, would that work in a large multiplayer game? Or would the server crash because of so much loading of mp3s?
Yes, you would hear that in addition to any music key you have in a worldspawn. Also, if you have one target_speaker, and you run into another, they will play over eachother too. The SERVER problably wont crash, but the clients might. All in all, its just easier to have one music track set in your worldspawn and leave it. Kouen or Inyri may now completly destroy what ive said and give a way to do it.
well, I'll briefly describe why I wanted multiple. There are 3 area with music changes. One for a misty swamp, one for a Pillar of Autumn-esque abandoned ship, and one for the main valley. THe valley has "Perilous Journey", the ship has "Monsters....Devils...." and the swamps have "What was once lost". Yeah.
That leads me to a question, when you exit the area with the giant trigger of the target_speaker, does the music just stop, or fade out, or continue until it's done? I need it to stop or fade out when you leave. If I can do that, I'll just redesign the pathes to be far enough away to prevent hitting more than one speaker at a time. I'll be teleporting people into the ship from a no music area, so it should be fine there, then to get out, you drop from holes into a swamp, so that's the real problem now. but the map should be cool even so. I mean, having to choose between those three tracks would kill the mood set by each piece chosen for each area, but such is life, and engines that are stoopid. Also, could I ever make a shader or script to null all volumetric effects inside itself to make an elevator go straight through water without the water coming through the elevator? If I can't, I will use a glass tube, but that's not nearly as awesome. Sorry to make this so long, but how could i redesign the teleport efxs to not be so abnoxious, more like the Halo, "hit a checkpoint, warp your teammate to you" effect? or the regular warping using those green portals, just have no efxs except the quiet noise?
the 'looped on' spawnflag should be checked on your target speakers, which will contonue to loop your mp3 file.
Also, you may consider target_play_music, but that would affect everyone if somebody changed areas.
The best bet is not to have a worldspawn music, and just fill your seperate areas with target_speaker entities. No need for triggers, as target speaker entities fade away with about 1000 ingame units. You need to make sure they are closer together than this so the sound seems constant.