Music does not resume after logic_autosave...
Quote from neco on January 28, 2012, 6:54 amHi there guys and gals,
Well the subject line says it all. Whenever the player dies and the last save (logic_autosave) is loaded, the music (ambient_generic fired via logic_auto (OnMapSpawn) doesn't resume.
Any ideas?Oh, and I can't see entities (their icons) in front of a water/slime textured brush in Hammer's 3d view. Is this a common issue? As soon as I change the angle having other brushes behind the entity icon reappears. Have already updated graphic cards drivers btw...
Thanks in advance...
Hi there guys and gals,
Well the subject line says it all. Whenever the player dies and the last save (logic_autosave) is loaded, the music (ambient_generic fired via logic_auto (OnMapSpawn) doesn't resume.
Any ideas?
Oh, and I can't see entities (their icons) in front of a water/slime textured brush in Hammer's 3d view. Is this a common issue? As soon as I change the angle having other brushes behind the entity icon reappears. Have already updated graphic cards drivers btw...
Thanks in advance...
Quote from dinnesch on January 28, 2012, 7:28 amMake sure your logic_auto doesn't have the flag "remove on fire" which is on by default.
neco wrote:Oh, and I can't see entities (their icons) in front of a water/slime textured brush in Hammer's 3d view. Is this a common issue? As soon as I change the angle having other brushes behind the entity icon reappears. Have already updated graphic cards drivers btw...Wouldn't know a solution that works 100% certainly, but you can try lowering the back clipping plane/detail distance in the 3D options.
Make sure your logic_auto doesn't have the flag "remove on fire" which is on by default.
Wouldn't know a solution that works 100% certainly, but you can try lowering the back clipping plane/detail distance in the 3D options.
Quote from neco on January 28, 2012, 8:34 amQuote:Make sure your logic_auto doesn't have the flag "remove on fire" which is on by default.Oh dear just as simple as that?! After having made a quick test render I hurried to commit suicide and.....voil?, the music resumes...and I saw a bright light
Great, thank you very much!
(Should mention that I was stupid enough to uncheck the flag for elevator logic_auto, too. Which as I've found out wasn't a very good idea, though
)
Quote:Wouldn't know a solution that works 100% certainly, but you can try lowering the back clipping plane/detail distance in the 3D options.[/quote][/quote]
Nope, that unfortunately didn't work but having helped me with the above issue was great.
Oh dear just as simple as that?! After having made a quick test render I hurried to commit suicide and.....voil?, the music resumes...and I saw a bright light
Great, thank you very much!
(Should mention that I was stupid enough to uncheck the flag for elevator logic_auto, too. Which as I've found out wasn't a very good idea, though )
[/quote][/quote]
Nope, that unfortunately didn't work but having helped me with the above issue was great.
Quote from neco on January 28, 2012, 11:06 ambeecake wrote:Make the music start 0.01 secs after the save triggersI must honestly admit that I can't even get my head around it. How is it possible to save something that happens in the 'future', even if that's only 0.01 secs after the event?
However, I have to try that out. Thanks!
I must honestly admit that I can't even get my head around it. How is it possible to save something that happens in the 'future', even if that's only 0.01 secs after the event?
However, I have to try that out. Thanks!

Quote from Gemarakup on January 10, 2013, 1:31 pmIf you need, you can write an amount of time in "delay" field in the output if you need something like that in upcoming problems with "firing after the actual event".
If you need, you can write an amount of time in "delay" field in the output if you need something like that in upcoming problems with "firing after the actual event".

Quote from josepezdj on January 11, 2013, 5:37 amyishbarr wrote:If you need, you can write an amount of time in "delay" field in the output if you need something like that in upcoming problems with "firing after the actual event".Jan, 29th 2012 (old thread)
Jan, 29th 2012 (old thread)