21st October 2004
ok i'm working on a club, a bit blade-looking but for the music i have a problem: can i use a metalsong for the outside and a trancesong for the inside? or is that not possible? and how do you let a sound play when you push a button, for the player only and for the whole map (or a room) i hope this is possible
SWG Jedi; Tempest Server
28th June 2004
Try this, I'm not that bright about mapping, but it might work.
Map Entity Color: bright green Dimensions: (-8 -8 -8) (8 8 8) Game Function: Sound generating entity that plays .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger. Keys noise: path/name of .wav file to play (eg. sound/world/growl1.wav - see Notes). wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes). Random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes). targetname: the activating button or trigger points to this. notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Check Boxes/Spawnflags LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered). LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered). GLOBAL: sound will play full volume throughout the level. ACTIVATOR: sound will play only for the player that activated the target.
The path portion value of the "noise" key can be replaced by the implicit folder character "*" for triggered sounds that belong to a particular player model. For example, if you want to create a "bottomless pit" in which the player screams and dies when he falls into, you would place a trigger_multiple over the floor of the pit and target a target_speaker with it. Then, you would set the "noise" key to "*falling1.wav". The * character means the current player model's sound folder. So if your current player model is Visor, * = sound/player/visor, if your current player model is Sarge, * = sound/player/sarge, etc. This cool feature provides an excellent way to create "player-specific" triggered sounds in your levels. The combination of the "wait" and "random" keys can be used to play non-looping sounds without requiring an activating trigger but both keys must be used together. The value of the "random" key is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random)." TAKEN FROM GTK-RADIANT 1.5.0 MANUAL