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Better understanding help?

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I don't understand the thing you tried to explain me...

I found the func_instance. I opened it's properties and clicked 'edit instance'. It opened 'door_exit_2.vmf'.

Made an 'ambient_generic' in the 'door_exit_2.vmf'. Did browse sound name 'cavejohnson.fifties_elevator_out_a01'.
Marked it and pressed ctrl + x. Named the sound name '$Sound_Exit'. Name is Sound_Exit.

Made a 'func_instance_parms' in the 'door_exit_2.vmf' too.
Configured a new Parm:

Variable: $Sound_Exit
Value: String
Default: cavejohnson.fifties_elevator

The full name of the sound does not fit in the line. What do I do wrong?

Here some screens to let you know better:
ambient_generic in 'door_exit_2.vmf':
http://mugenshare.com/uploads/13840cc10bz.png

func_instance_parms' in 'door_exit_2.vmf':
http://mugenshare.com/uploads/ca12cabed1z.png

func_instance in my main map:
http://mugenshare.com/uploads/1da89a02e3z.png

Erm, nothing. You're doing this right so far. When putting the default name in switch off SmartEdit. Then leave a space after string in the variables box. Then CTRL+V to paste in your full soundclip name. Then switch SmartEdit back on.

I'm not sure we're getting the correct func_instance_parms for the door. See the last screenshot... those "replace" fields should all match a func_instance_parms from the door instance. It looks like the one you are finding/making is actually for some kind of fizzler/cleaner. Maybe its caused by the PTI but do you see how your parms and replace fields are not matching when they should be... that has to be resolved for this to work. When we have got the right one (one may already exist in the door.vmf, which is why my little tutorial is a bit off) the $Sound_Name ??? will appear on that door func_instance. And there is where you can put in a change to the vo line (if you wanted)....

And woah... You done that in a COPY of the door_exit2.vmf yes?.... not the original... a COPY saved under a different name... and ensured the func_instance VMF filename points to your new copy... ...

RustyDios wrote:
Erm, nothing. You're doing this right so far. When putting the default name in switch off SmartEdit. Then leave a space after string in the variables box. Then CTRL+V to paste in your full soundclip name. Then switch SmartEdit back on.

I'm not sure we're getting the correct func_instance_parms for the door. See the last screenshot... those "replace" fields should all match a func_instance_parms from the door instance. It looks like the one you are finding/making is actually for some kind of fizzler/cleaner. Maybe its caused by the PTI but do you see how your parms and replace fields are not matching when they should be... that has to be resolved for this to work. When we have got the right one (one may already exist in the door.vmf, which is why my little tutorial is a bit off) the $Sound_Name ??? will appear on that door func_instance. And there is where you can put in a change to the vo line (if you wanted)....

And woah... You done that in a COPY of the door_exit2.vmf yes?.... not the original... a COPY saved under a different name... and ensured the func_instance VMF filename points to your new copy... ...

I will try tomorrow. It's a bit late now ... 4 AM in Germany.

So I have to search further on until I get a func_instance with a $Sound_Name Parm in it? Can't get better ... (sarcasm)

In a copy of the door_exit2.vmf? It is the one that comes with the style changer in the "old" style folder ... that the func_instances point to other VMF files is done by the PTI while compiling to a VMF itself.

I apologize for double post, but I have to say, I had the right VMF file.
Everything was fine. Only one mistake.

After I did what you told me to do with the "turn smart edit off, then turn smart edit on" it worked.
The 'doorexit2' in my main map (the func_instance from the third screenshot) now has another "Replace field" with the Value '$Sound_Exit ???'.

If I followed correctly, I only have to change the ??? now to my wished soundfile, and with this, I can replace it on every of my maps with another soundfile. Right? :)

EDIT: Doesn't play the soundfile. Silence.

doorexit2.vmf - ambient_generic:
http://mugenshare.com/uploads/308b67ede ... eneric.png

doorexit2.vmf - func_instance_parms:
http://mugenshare.com/uploads/fbfe5bac0 ... _parms.png

my_map.vmf - func_instance:
http://mugenshare.com/uploads/f253ecff9 ... stance.png

Yeah that should all work.. hmm... how are you triggering the sound to play?
Is it something within the doorexit2 map or in your main map ?

Try naming the ambient_generic @sound_exit.. and for the trigger "triggeraction" > @sound_exit > PlaySound ... hammer will show this as red too.(It might show it as green) It should work. It is a bit of a glitchy way using yet another wildcard - the @ symbol means the entity doesn't get a name fixup inside the instance. It's the only thing left that I can think of as to why your soundclip isn't playing.

And yes we have progress. Now whenever you use this doorexit2.vmf (as an instance) you only need change the ??? field and you can have a different soundfile play, without having to repeat this whole process again.

triggeraction does not work.

Well, I have exactly three VMF files in this map I enter.

- main_map.vmf (inside the test chamber)
- elevator_entrance.vmf (outside the test chamber / salt mine with elevators and catwalks)
- door_exit_2.vmf (the small exit room; leading to the catwalk that leads to the exit elevator, short: elevator_entrance.vmf)

The door_exit_2.vmf is shown in the main map as if it was an actual part of it. But it is just a func_instance that is pasted there. I can double click it to click "edit instance". Then this VMF opens. This is the connection room between main_map.vmf and elevator_entrance.vmf.

I triggered the sound with the fizzler at the door that connects with the test chamber inside.
The fizzler is a 'trigger_portal_cleanser'. I triggered the sound with trigger_once with a delay of 2 seconds and I checked "fire once only" because otherwise it plays everytime you hit the fizzler.

It plays. But only in the door_exit_2.vmf. When I leave to the catwalk outside (to elevator_entrance.vmf) it stops playing, but keeps playing in background (in door_exit_2.vmf). I noticed that when I got back into the small room.

But I want the sound to play outside, too. And it does not do it either with your method (func_instance_parms).

I also tried finding the func_instance that leads from door_exit_2.vmf to elevator_entrance.vmf.
But there is no func_instance. Only a linked_portal_door. In my main map, the only func_instance that leads to another map is the door_exit_2.vmf.

So it plays, and is triggered... but you can't hear it everywhere ?... correct?

Then the problem is down to the play everywhere flag setting and the max audible distance. When you click on the ambient_generic how large is the yellow circle/globe (if this isn't appearing turn on the 6th from the right hammer icon at the top, looks like a wireframe globe) that appears around it ? Does it reach to your exit elevator ?

Failing that, I'm plum out of ideas. Sorry I couldn't help you further.

RustyDios wrote:
So it plays, and is triggered... but you can't hear it everywhere ?... correct?

Then the problem is down to the play everywhere flag setting and the max audible distance. When you click on the ambient_generic how large is the yellow circle/globe (if this isn't appearing turn on the 6th from the right hammer icon at the top, looks like a wireframe globe) that appears around it ? Does it reach to your exit elevator ?

Failing that, I'm plum out of ideas. Sorry I couldn't help you further.

I can only hear it in the small exit room (door_exit_2.vmf). That is where I did what you told me, the func_instance that connects to another VMF.

Just got told that it is a bug that the sound can't get over 2 VMFs, since the game thinks they are two different spaces. So only way to go would be to connect the different VMFs to one single.

And you don't have to apologize. You really tried to help me. Also you showed me a really good way to make a map layout with sounds that I only have to change. And therefore I have to thank you. :)

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