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Post by giftmacher on Oct 18, 2015 3:58:28 GMT -5
-=[Elevator]=-
2 func_buttons 1 func_train 2 path_corners -> calls target_speaker for train stop sound (works)
but train moving sound only works for 1 activation, after that it moves silently. Why is that?
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Post by MaRiNe [Q2C] on Oct 18, 2015 5:53:59 GMT -5
I encountered the same problem, actually. I'd like to know how to fix that too.
The workaround I ended up using for now is having the func_buttons target the target_speaker instead of the path_corners.
Basically I gave the target_speakers the same targetname as the func_train itself.
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Post by giftmacher on Oct 19, 2015 2:46:03 GMT -5
Nice workaround Marine, thanks! Works just as well, just a matter of finding the right sound I'm going all Q2 Stock on this Unit, nothing custom.
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Post by MaRiNe [Q2C] on Oct 19, 2015 4:54:37 GMT -5
Same here with just a few exceptions - I use some textures from the Ground Zero and The Reckoning mission packs. Oh, and I like one of the skies from Ground Zero a bit too much not to use it.
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Post by giftmacher on Oct 19, 2015 8:57:59 GMT -5
Oh man there are some good textures in those packs for sure.. but you need both to play it then or do you extract just the textures and ship them too?
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Post by MaRiNe [Q2C] on Oct 19, 2015 9:07:59 GMT -5
Yeah, I'll just include the files borrowed from the mission packs in the archive, same as you would if you used custom textures.
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Post by knightmare on May 7, 2016 12:37:05 GMT -5
Did you try giving the func_train an origin brush? Looped sounds don't work right with bmodels unless they have an origin brush. Alternately, you can use the Lazarus mod, which adds a moving speaker entity to all trains for the looped sound.
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