Author Topic: Sounds at start of map  (Read 3774 times)

Shifty

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Sounds at start of map
« on: December 06, 2010, 04:40:03 am »
Ok so my experimental mini map thing is done, but now I would like to move onto a new map. It's gonna be an experimental kind map, but anyway. I want to have a sound play once the map loads, then a cp message countdown from 10, then another sound, and no more of that stuff for the rest of the game. I have tried various things with triggers and such, but none work. Could anyone walk me though the steps needed to make this happen?

Thanks :D

Knowitall66

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Re: Sounds at start of map
« Reply #1 on: December 06, 2010, 06:07:55 am »
Easy.

Trigger_Always [Keys] 'Target: Start_Sound'
 Target_Speaker [Keys] 'TargetName: Start_Sound', 'Noise: sounds/BLAH.wav'

Trigger_Always [Keys] 'Target: CountDown10'
 Target_Print [Keys] 'TargetName: CountDown10', 'Message: 10'
 Target_Delay [Keys] 'Target: CountDown9', 'TargetName: CountDown10', 'Wait: 1'
  Target_Print [Keys] 'TargetName: CountDown9', 'Message: 9'
  Target_Delay [Keys] 'Target: CountDown8', 'TargetName: CountDown9', 'Wait: 1'
  ...
   Target_Print [Keys] 'TargetName: CountDown0', 'Message: 0'
   Target_Speaker [Keys] 'TargetName: CountDown0', 'Noise: sounds/BLAH.wav'

Trigger_Always - Activates its Targets when the map loads.
[Keys] - With the entity selected hit 'N', type my listed 'KEY: VALUE's in to the corresponding fields, hitting enter/return after typing the value for each one (It'll then be added to the list above).
« Last Edit: December 06, 2010, 06:11:19 am by Knowitall66 »

Shifty

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Re: Sounds at start of map
« Reply #2 on: December 06, 2010, 06:45:17 am »
Awesome, I'll give that a go. Thanks :)

EDIT:

Works like a charm! :) So if I also want doors to open at this point (and stay open) what would be the best way to do this? Just a door with targetname countdown0 and wait 999999 kinda thing?
« Last Edit: December 06, 2010, 07:17:46 am by Shifty »

CATAHA

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Re: Sounds at start of map
« Reply #3 on: December 07, 2010, 01:20:07 am »
So if I also want doors to open at this point (and stay open) what would be the best way to do this? Just a door with targetname countdown0 and wait 999999 kinda thing?
Yes.
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