how do I mute individual entities?
Quote from face4radio on October 9, 2011, 2:51 amIn a multi-room map, sounds from the first room are leaking into the second. The rooms are separated by a long twisted hallway, but their absolute distance is actually pretty close (around 1000 units). Question: is there some way to "mute" sounds from room 1 when the player is in room 2?
The specific sound in this case is the activation of a prop_laser_catcher that lives in room 1. It is activated by actions in room 2, but I don't want the activation to be audible. Is there some way to mute it?
In a multi-room map, sounds from the first room are leaking into the second. The rooms are separated by a long twisted hallway, but their absolute distance is actually pretty close (around 1000 units). Question: is there some way to "mute" sounds from room 1 when the player is in room 2?
The specific sound in this case is the activation of a prop_laser_catcher that lives in room 1. It is activated by actions in room 2, but I don't want the activation to be audible. Is there some way to mute it?
Quote from spongylover123 on October 9, 2011, 2:54 amenv_soundscapes and soundscape scripts
Valve uses that for maps that have sections like the multiple tests chambers in the repulsion and propulsion gel maps.
It's requires you know how to script with strings, bootleans, choice, integers
env_soundscapes and soundscape scripts
Valve uses that for maps that have sections like the multiple tests chambers in the repulsion and propulsion gel maps.
It's requires you know how to script with strings, bootleans, choice, integers
Quote from face4radio on October 9, 2011, 3:03 amThanks for quick reply! I thought soundscapes were only for ambient sounds, independent of the noises made by individual entities. Are you saying there is a way for a soundscape script to mute the env_portal_catcher?
Thanks for quick reply! I thought soundscapes were only for ambient sounds, independent of the noises made by individual entities. Are you saying there is a way for a soundscape script to mute the env_portal_catcher?
Quote from spongylover123 on October 9, 2011, 3:13 amActually yes, the laser catcher rely on a soundscape script, if you delete the soundscape the laser relys on, the console will say that it can't find the soundscape and the laser catcher will be silent. Alternatively, you can always edit the text.
Also, the console will produce error text that says that there's no soundscape for that entity if you delete it.
- Code: Select all
laser_catapult_01laser_chamber_lg_01
laser_chamber_lg_01a
laser_chamber_med_02laser_plat_01
laser_plat_ext_01
Actually yes, the laser catcher rely on a soundscape script, if you delete the soundscape the laser relys on, the console will say that it can't find the soundscape and the laser catcher will be silent. Alternatively, you can always edit the text.
Also, the console will produce error text that says that there's no soundscape for that entity if you delete it.
- Code: Select all
laser_catapult_01laser_chamber_lg_01
laser_chamber_lg_01a
laser_chamber_med_02laser_plat_01
laser_plat_ext_01
Quote from face4radio on October 9, 2011, 3:30 amClever idea. I only hesitate because that modification would silence ALL laser catchers, not just the one. Any thoughts on modifying a single entity without affecting other entities of the same type?
Clever idea. I only hesitate because that modification would silence ALL laser catchers, not just the one. Any thoughts on modifying a single entity without affecting other entities of the same type?
Quote from spongylover123 on October 9, 2011, 3:36 amI don't think so, if you don't want the player to hear the laser from a different room, make the room far away with a hallway.
I don't think so, if you don't want the player to hear the laser from a different room, make the room far away with a hallway.
Quote from Robdon on October 9, 2011, 4:25 amMaybe you could try this.
Whatever it is that turns on the laser in room2, shouldn't actually turn it on at that point, it should wait until you go back to room1, and then turn it on.
Using a trigger and a logic_compare, you could do this...
Whatever the condition is in room2, set the logic_compare setValue 1, then put a trigger before room1 which forces the logic_compare to compare and have a condition of 'equal to' to turn on the laser.
Rob.
Maybe you could try this.
Whatever it is that turns on the laser in room2, shouldn't actually turn it on at that point, it should wait until you go back to room1, and then turn it on.
Using a trigger and a logic_compare, you could do this...
Whatever the condition is in room2, set the logic_compare setValue 1, then put a trigger before room1 which forces the logic_compare to compare and have a condition of 'equal to' to turn on the laser.
Rob.
Quote from Spam Nugget on October 9, 2011, 7:22 pmOr you could try this:
seperate your map in two, put the second bit way away, but use world portals to connect them.
Or you could try this:
seperate your map in two, put the second bit way away, but use world portals to connect them.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from iWork925 on October 9, 2011, 7:44 pmSpam Nugget wrote:Or you could try this:
seperate your map in two, put the second bit way away, but use world portals to connect them.Yes, try this. Make sure you put a fizzler before the world portal though otherwise if there is a remaining portal in the first room, you will see the outline far in the distance lol. http://developer.valvesoftware.com/wiki ... ortal_door
seperate your map in two, put the second bit way away, but use world portals to connect them.
Yes, try this. Make sure you put a fizzler before the world portal though otherwise if there is a remaining portal in the first room, you will see the outline far in the distance lol. http://developer.valvesoftware.com/wiki ... ortal_door

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