combine radio announcements

combine radio announcements

Re: combine radio announcements Posted by Haze on Tue Mar 15th 2005 at 1:05pm
Haze
118 posts
Posted 2005-03-15 1:05pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
I have played various deathmatch games and in some of them a women occasionaly says stuff like "combine so and so, alert, rectify, sanction etc." and "civil protection team etc." in the background, how do I get this to play in my map?
Re: combine radio announcements Posted by Dark|Killer on Tue Mar 15th 2005 at 4:16pm
Dark|Killer
758 posts
Posted 2005-03-15 4:16pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
easy, just follow these steps:
  • Add an entity called Ambient_generic
  • Double Click the icon when placed in hammer
  • go to sound name
  • click browse
  • at the soundtype choose raw
  • Type Radio in the Filter area
  • choose the sound you like
  • click ok
Thats it, i hope i helped

( there is another entity called env_soundscape which i dont know how to use lol)
Re: combine radio announcements Posted by Haze on Tue Mar 15th 2005 at 7:38pm
Haze
118 posts
Posted 2005-03-15 7:38pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Ahh, thats the problem, I know how to do that, but what I want is to make it sleep for a few seconds then play a different sound, I found they are all under cityvoice if you want to check them out to see what i meen, you will reconize them from deathmatch levels.

Also, is it possible to play a alarm sound when a weapon is fired?
Re: combine radio announcements Posted by DrGlass on Tue Mar 15th 2005 at 8:26pm
DrGlass
1825 posts
Posted 2005-03-15 8:26pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
You want to take those steps but make a new Ambient_generic for each
sound, and then make a few logic_timer and set them to random, that way
it will fire the sounds every few seconds.

As for the alarm on fire... you could cheak out the env_microphone and
see if it has some kind of "trigger on hear sound" option.

or make a big func_breakable in the main area and turn off gibs and
sound so when a gun is shot it will hit and break the brush and then
trigger the alarm sound.

<div class="abouttext">Message submitted 44 minutes after original post:</b></div>
You want to take those steps but make a new Ambient_generic for each
sound, and then make a few logic_timer and set them to random, that way
it will fire the sounds every few seconds.

As for the alarm on fire... you could cheak out the env_microphone and
see if it has some kind of "trigger on hear sound" option.

or make a big func_breakable in the main area and turn off gibs and
sound so when a gun is shot it will hit and break the brush and then
trigger the alarm sound.
Re: combine radio announcements Posted by Haze on Tue Mar 15th 2005 at 9:19pm
Haze
118 posts
Posted 2005-03-15 9:19pm
Haze
member
118 posts 42 snarkmarks Registered: Jan 24th 2005 Occupation: Game Designer Location: Frozen Wolf Limited
Thanks everyone I got it now