Please or Register to create posts and topics.

Need help with scripting.......again! *Issue Semi-Resolved*

PreviousPage 2 of 2

No, I don't even know if portal accepts mp3s.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

It does! I'll try getting this working again tomorrow. Thanks for the help though!

This Signature is Beyond Your Range of Seeing.

Image

When experimenting with the map I found out that the funnel was changing the ambient generic's volume to 0. To resolve this I placed a timer that calls the ambient generic to set the volume to 10 every 3 seconds, as well as recalling itself.

I am pleased with this outcome, there is a small delay with the music starting up again after you exit the funnel (1-3 seconds) and the music will never play in the funnel, even if the volume is called to be 10 by the timer when you are in it, but these aren't nearly as bad as the constant quietness that would happen.

Thanks for the help everyone!

This Signature is Beyond Your Range of Seeing.

Image

I'm a bit late on the topic, but resently Calmly Frenetic posting video for may map Bansai said he wished music had kept playing while player is in the funnel. So that prompts me to make a little research.
I had no problem to resume music on player leaving the funnel. All you need for this is to have your music to be properly looped .wav file (though it may lead to rather big file size) and have ambient_generic's flag is NOT looped checked.
I was experimenting with two different sound files: custom music and some Cave Johnson line from DLC 2 and found that while music becomes silent in funnel, Cave's voice still keeps its volume. So I placed my music file in sound vo cavejohnson path and it works without any scripts.

God bless the quick save's inventor...(Portal: Prelude)

..............and again........

OK, the thing is that I'm trying to make a door model swapping in mid-game via vscripting (the model the prop_testchamber_door uses, models/props/portal_door_combined.MDL, by a hexed one with different textures) and, even though it works out fine and I can see the desired door model in every prop_testchamber_door, the new model seems to have buggy animations: its animations have changed so when you fire the output "Open" it closes, and when you fire "Close" it opens >.<

Any thoughts? :D

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

Perhaps check the order of your animations? Otherwise just use the outputs backwards. :P

Falsi sumus crusto!
FelixGriffin wrote:
Perhaps check the order of your animations?

I don't get it, I'm using the same model than the entity uses, but with only a slight hexing, I didn't even decompile the model... This is the code into the FGD for the prop_testchamber_door entity:

Code: Select all
@PointClass base(Targetname, Parentname, Angles) studio("models/props/portal_door_combined.mdl") = prop_testchamber_door :
"Test chamber door entity."
[
   lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from for all gibs spawned by this shooter, instead of their own origins."

   AreaPortalWindow(target_destination) : "Area Portal Window Name" : "" : "The name of an area portal window that is controlled by the door."
   UseAreaPortalFade(boolean) : "Fade Area Portal?" : 0 : "If the area portal should use the specified fade distances to fade out."
   AreaPortalFadeStart(float) : "Fade Start Distance" : 0 : "The distance at which the area portal starts fading out."
   AreaPortalFadeEnd(float) : "Fade End Distance" : 0 : "The distance at which the area portal turns completely opaque."

   input Open(void) : "Open the door and cause the portal to activate."
   input Close(void) : "Close the door and cause the portal to deactivate."
   input Lock(void) : "Locking a door will prevent the Open or Close inputs from doing anything."
   input Unlock(void) : "If locked, unocking a door will allow the Open or Close inputs to function."

   output OnOpen(void) : "Called when the door has started its open animation."
   output OnClose(void) : "Called when the door has started its close animation."
   output OnFullyOpen(void) : "Called when the door has finished its open animation."
   output OnFullyClosed(void) : "Called when the door has finished its close animation."
]

If I'm using the same model that the entity uses, why is this happening then? >.<

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
PreviousPage 2 of 2