The Old Man
2002-09-01, 00:15
Author Message
tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 07:36 am Post subject: door sounds
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I did everything the tut said.
I still dont get metal sounds for doors ??
As I know, it goes like this.
With the door selected, get the entity window up and type
...key type
...value 1
right???
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grizzlybear
Joined: 28 Aug 2002
Posts: 8
Posted: 30 Aug 2002 07:59 am Post subject:
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yep looks right
try other sounds
i know portcullis works (but then metal shud too )
slow down the door an turn ur speakers up ermmm..........
not sure how to check the path its using for the sound
hope that helps
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Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 30 Aug 2002 08:08 am Post subject:
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Quote:
With the door selected, get the entity window up and type
...key type
...value 1
Type "type" in key, type "1" in value, click Enter
What kind of entity did you make the door?
Does the door open & close okay? Just no sound?
Are you using spdevmap?
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tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 08:35 am Post subject:
--------------------------------------------------------------------------------
Its a rotating door.
It opens and closes just fine.
I used the default speed in movement.
Compiling, I'm using normal vis, fast light.
It's multiplayer map, if thats what spdevmap means?
Do I have to have just the door selected without the origiin brush, or does that matter??
I remember trying it both ways, when I first noticed a few weeks ago. I forgot about it till now.
Maybe I will try other sounds, see how it goes.
brb
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grizzlybear
Joined: 28 Aug 2002
Posts: 8
Posted: 30 Aug 2002 08:53 am Post subject:
--------------------------------------------------------------------------------
origin brush and door brush need to be selected when creating the func_door_rotating
the origin is the pivot point for the rotation of the door
but thats shud be fine if ur door is workin right.
theres a key for sounds(sound i think) an the the value is the pathname but i dont know any more than that coz ive never used it (i think the info may be in the misc_models entity not to sure if it can be used anywhere but dont c y not)altho for the basic door u shudnt need this
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tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 08:56 am Post subject:
--------------------------------------------------------------------------------
I just tried other sounds for my door. They sound fine.
It looks like type 1 (metal) doesnt work.!!
I'm using type 5 ( iron/jail) its metal creaking so its just perfect.
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Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 30 Aug 2002 09:17 am Post subject:
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Good news that other sounds work! There may be a problem with key 1 in MP its hard to keep track *LOL*
tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 07:36 am Post subject: door sounds
--------------------------------------------------------------------------------
I did everything the tut said.
I still dont get metal sounds for doors ??
As I know, it goes like this.
With the door selected, get the entity window up and type
...key type
...value 1
right???
Back to top
grizzlybear
Joined: 28 Aug 2002
Posts: 8
Posted: 30 Aug 2002 07:59 am Post subject:
--------------------------------------------------------------------------------
yep looks right
try other sounds
i know portcullis works (but then metal shud too )
slow down the door an turn ur speakers up ermmm..........
not sure how to check the path its using for the sound
hope that helps
Back to top
Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 30 Aug 2002 08:08 am Post subject:
--------------------------------------------------------------------------------
Quote:
With the door selected, get the entity window up and type
...key type
...value 1
Type "type" in key, type "1" in value, click Enter
What kind of entity did you make the door?
Does the door open & close okay? Just no sound?
Are you using spdevmap?
Back to top
tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 08:35 am Post subject:
--------------------------------------------------------------------------------
Its a rotating door.
It opens and closes just fine.
I used the default speed in movement.
Compiling, I'm using normal vis, fast light.
It's multiplayer map, if thats what spdevmap means?
Do I have to have just the door selected without the origiin brush, or does that matter??
I remember trying it both ways, when I first noticed a few weeks ago. I forgot about it till now.
Maybe I will try other sounds, see how it goes.
brb
Back to top
grizzlybear
Joined: 28 Aug 2002
Posts: 8
Posted: 30 Aug 2002 08:53 am Post subject:
--------------------------------------------------------------------------------
origin brush and door brush need to be selected when creating the func_door_rotating
the origin is the pivot point for the rotation of the door
but thats shud be fine if ur door is workin right.
theres a key for sounds(sound i think) an the the value is the pathname but i dont know any more than that coz ive never used it (i think the info may be in the misc_models entity not to sure if it can be used anywhere but dont c y not)altho for the basic door u shudnt need this
Back to top
tonka
Joined: 17 Aug 2002
Posts: 16
Posted: 30 Aug 2002 08:56 am Post subject:
--------------------------------------------------------------------------------
I just tried other sounds for my door. They sound fine.
It looks like type 1 (metal) doesnt work.!!
I'm using type 5 ( iron/jail) its metal creaking so its just perfect.
Back to top
Ghast
Joined: 04 Aug 2002
Posts: 36
Location: Los Angeles
Posted: 30 Aug 2002 09:17 am Post subject:
--------------------------------------------------------------------------------
Good news that other sounds work! There may be a problem with key 1 in MP its hard to keep track *LOL*