Re: mixing ambients(sounds)
Posted by Orpheus on
Thu Dec 23rd 2004 at 3:45pm
Orpheus
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you are mixing questions.
everything you ask used to be possible in HL1, i see no reason why it cannot now.
sadly, it used to involve Multi-Managers, a task i am sorely inadequate to assist at. :sad:
pick a question and ask it, then post a second thread for any others.
Re: mixing ambients(sounds)
Posted by Dark|Killer on
Thu Dec 23rd 2004 at 4:05pm
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Are u telling me that u cant do that???...
Re: mixing ambients(sounds)
Posted by Rof on
Thu Dec 23rd 2004 at 4:39pm
Rof
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Func_breakables (and func_breakable_surfs) have an "OnBreak" output that fires when they are broken.
I'll do the shake effect as an example. Make an env_shake at the
breakable's location, name it "BIGSHAKE". Set the env_shake's
amplitude, duration, etc., as you want it.
Now on the func_breakable's output tab, add an output: OnBreak, target: BIGSHAKE, via input: StartShake.
You can add more outputs to target other things, e.g. for the sound
you'd probably want an ambient_generic, for the explosion an
env_explosion. You can trigger them all from the func_breakable's
output tab.
Re: mixing ambients(sounds)
Posted by Dark|Killer on
Thu Dec 23rd 2004 at 6:56pm
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jeee...thx man ill try it...ill reply here when it works...
Re: mixing ambients(sounds)
Posted by Nanodeath on
Thu Dec 23rd 2004 at 10:07pm
Posted
2004-12-23 10:07pm
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Orph was saying you can't ask a 14 questions in one thread, not that it wasn't possible. I know it's possible, and I think Rof's solution is correct.