Re: Cycling between ambient_generics
Posted by Hostess Nubcake on
Wed Nov 2nd 2005 at 11:56am
Posted
2005-11-02 11:56am
2 posts
0 snarkmarks
Registered:
Nov 2nd 2005
I posted this on another forum:
One area in my map is a dance club type room.
Anyway, I want a button that could cycle between different songs
playing, and maybe another button to switch the lasers on/off or change
the color. How would I make it so that a button could cycle between 3
or moreentities that it triggers? I think it would use trigger_relays,
trigger_changetargets and multi_managers, but I'm not sure exactly how
it would be implemented. Any help would be appreciated.
I got this response:
I think for the song system, you would do something like this:
func_button: "button"
target: "mm1"
multi_manager: "mm1"
"sound3": 0.1 (this is to stop the last playing sound, replace the 3 with whatever the number of your very last sound)
"sound1": 0.1 (to play new sound)
"change1": 0.1 (change button's target to second sound multimanager/sound)
trigger_changetarget: "change1"
target: "button"
change to: "mm2"
mm2 would be the same as mm1, but targeting sound1, sound2, and
change2. Change2 targets button, changing its target to mm3. And so on,
for however many sounds.
In essence, your button targets multimanagers that stop the
currently playing sound, start a new sound, and change the button
target to the next multimanager, which continues the cycle.
I don't think you can change env_beam color, but you can have it
disable old beams and enable new beams. It would work very much the
same way as the sound system, but don't quote me on this, as this is
UNTESTED. One note: For this to work, your last sound and beam will
need to be initially enabled, and all others disabled.
However, this didn't work right:
It cycles through once, then won't change from sound3, and then in the next round, all of the songs play at once.
Help Please
Re: Cycling between ambient_generics
Posted by Crono on
Thu Nov 3rd 2005 at 3:05am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Not sure, but I know it'll require a multi-manager.
Blame it on Microsoft, God does.
Re: Cycling between ambient_generics
Posted by Hostess Nubcake on
Sun Nov 6th 2005 at 4:38pm
2 posts
0 snarkmarks
Registered:
Nov 2nd 2005
I changed the method I was using. Now, I have 3
buttons. Button1 targets mm1. mm1 targets 3 target_relays, turnon1,
turnoff2, and turnoff3. Button 2 and 3 are the same, but with the
numbers changed, obviously. Each button will work once, then it will be
stuck on the last played song.
I have a func_door set up to reset entities, and it targets a
multi_manager which targets turnoff1 turnoff2 and turnon3. The first
round after dying, it works properly, then it plays all of them
simultaneously. I don't know what to do...
Re: Cycling between ambient_generics
Posted by Seventh-Monkey on
Sun Nov 6th 2005 at 7:20pm
8 posts
1 snarkmarks
Registered:
Aug 23rd 2005
Occupation: Student/Webmaster
Location: Limeyland
Is this a CS map? I think the sound-repeating thing might be difficult to avoid... I believe it was coded into HL to ensure that people who quicksaved in the middle of some dialogue wouldn't miss any of it when they reloaded the game.
Try seeing whether encasing an ambient_generic in a world brush will silence it, and/or if an entity brush will do the same. If the entity brush makes it inaudible, you could remove and restore a func_wall_toggle around it.
I don't think you'll have much luck, though.