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target_speaker (Q3)
Posted: Thu Aug 25, 2011 12:10 am
by Ouija
The global spawnflag seems to be broken on that entity (id maps make use of it somehow though), or I'm really too dumb to get how this thing works. I guess I'll just ask directly:
How do I set up a random sound out of three available to play globally every 10 to 15 seconds, and one sound to infinitely loop in specific spots?
Re: target_speaker (Q3)
Posted: Thu Aug 25, 2011 12:50 am
by deqer
I thought I could help, but after reading your post, it's not so easy for me to provide an answer. I would say the subject title is a little misleading.
The only thought/assumption that comes to my mind is that it can't be done and that it could probably be done using the EntityPlus mod.
Re: target_speaker (Q3)
Posted: Thu Aug 25, 2011 1:19 am
by obsidian
You probably won't get it to play randomly, but you could try setting up 3 or more speakers with different wait and random values, perhaps with prime values. It should sound random enough. Otherwise you can do some
Q3 electronics.
Re: target_speaker (Q3)
Posted: Thu Aug 25, 2011 2:25 am
by Ouija
Would the global range work though?
Re: target_speaker (Q3)
Posted: Thu Aug 25, 2011 6:59 am
by Eraser
You can do the randomly thing in vQ3.
Put a func_timer in your map. Give it a wait key of 12.5 and a random key of 2.5 and set the START_ON spawnflag. The timer entity will now trigger it's target once in every 10 to 15 seconds. Make it target a target_relay entity and set the RANDOM spawnflag. This spawnflag will make sure that the target_relay will trigger one randomly selected target instead of all its targets. Make the target_relay target all three of your target_speakers and set the GLOBAL spawnflag. Don't set its random or wait keys. That should do the trick.
Re: target_speaker (Q3)
Posted: Thu Aug 25, 2011 7:07 am
by Eraser
Ouija wrote:and one sound to infinitely loop in specific spots?
That's a matter of putting a target_speaker in each position where you want the sound to originate from and set the LOOPED_ON spawnflag.
Re: target_speaker (Q3)
Posted: Fri Aug 26, 2011 5:30 am
by deqer
Ouija is right. The GLOBAL spawnflag is broken. Whether it's on or off, the sound is still not global.
I did some research and found someone else at splashdamage forums mentioned the same problem with wolfenstein:et(uses q3 engine), here
http://www.splashdamage.com/forums/show ... tor-Errors
quote: "This spawnflag option does not work correctly."
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This is a shame...
Re: target_speaker (Q3)
Posted: Fri Aug 26, 2011 6:38 am
by Eraser
I'm pretty sure the GLOBAL spawnflag works perfectly. I'm using it all throughout the map I'm currently working on.
Maybe it doesn't work in combination with LOOPED_ON or LOOPED_OFF, I haven't tested that. But as a one-shot playable sound, GLOBAL works well for me
