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Setting Up Crusher Sound Loop

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Subject is self explained, I need help setting up a looped sound for a crusher, I read another post talking about sounds and looping them but I am still having troubles. I made an ambient_generic and added the file "World.MpCoopTbeamMazeCrusherImpac" to it. What I want done is :if a player were to activate trigger, the curshers would activate along with the sound crusher. I am having troubles with the crusher sound looping though. I did uncheck the box saying "Is NOT Looped" and I have played everywhere checked off. I don't understand what I am doing wrong and it is probably something simple. Please help.

Thank you

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

First, try rechecking that "Is NOT Looped" flag. That flag is not for whether you want the sound to loop or not, it's for whether or not the sound itself is programmed to loop. Most music, along with most sound files with "loop" or "lp" somewhere in the name, are looped.

After that, probably the best way to loop the crusher sound would be to have the sound play when triggered by a logic_timer's OnTimer output. So if you wanted the crushers to crush every 10 seconds, you could have the player trigger play the sound and enable the timer. The timer would then fire its OnTimer output to the ambient_generic every 10 seconds to play the sound.

Try out Twin Pillars, a Portal 2 map by BOB74j.

Alright, I feel like I am missing something. It is working but I guess you could say it is not "callobrated" to the right time. The crusher goes up and down but doesn't meet with the sound hitting the floor.

They way I have it set up is:

OnTimer: "CrusherSound": PlaySound: OnlyOnce(No)

OnTimer: "Crusher": SetAnimation: smash_fast: OnlyOnce(Yes) "But the crusher keeps going, for some reason, which I am not complaining about"

I am guessing I need to set a delay for the crusher? But I do not know. Please help.
BTW: I have it so that when a player passes through trigger, it activates the logic_timer and so those "OnTimers" is from the logic_timer.

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

Instead of having the timer set the crusher animation, have the player trigger set it with the same setup you have now with the timer.

OnTrigger: "Crusher": SetAnimation: smash_fast: OnlyOnce(Yes)

Time the delay between the crusher impact and the sound using a stopwatch. If the crusher impacts the surface before the sound plays, you need to set the delay in the trigger output to the crusher to what you timed that difference to be. If the crusher impacts the surface after the sound plays, you should set the appropriate delay in the trigger output that starts the sound timer.

Try out Twin Pillars, a Portal 2 map by BOB74j.

I think on the map I sent you (BlackBird Studios) had the crusher sounds in it also. I recall using the crusher sound on EndAnimation I think. From what I hope I'm remember correctly, not only did I use a sound being played on OnEndAnimation, but I also think I made another OnEndAnimation to make the crusher go into it's "un-smash" animation. I'm not completely sure about that though, I'll check my old map out and see what I did.

Edit: I checked my old map and this is what I did. For the crusher I made these adjustments:
I used smash_fast as the crush animation.
For output I used "OnAnimationDone" the set the "crusher" to have "SetAnimation" for to "smash_fast."
I also made another "OnAnimationDone" then set the "crusher_sound" to "PlaySound"
I also used a trigger to begin the smash_fast animation for the first time, but you can probably use a Logic_auto to take care of that.
Oh, and make sure the "crusher sound" has a SourceEntityName named after your crusher's name.
After your done making the necessary adjustments, test it out to see if it's good.

Crazy is as crazy does.
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[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
After your done making the necessary adjustments, test it out to see if it's good.

It works perfectly MasterLagger. I knew that there had to be an eaiser way then actaully timing it, I didn't think Valve sat behind a stopwatch wating for the perfect second to add into the delay bar. Thank you very much though for offering the idea BOB74j, I really appreciate that you answered to my post in the time that you did. :)

Now that I see that having 3 crushers going at the same time doesn't look so good, kind of makes me think that I should probably add a delay to the two of them so they don't all go at the same time. I think this should work and if not, you will probably see me (be totally lazy again) and ask for help :P

Thanks again.

EDIT: Alright, I tried adding a delay and of course that was to simple to work, and I tried to do the logic_timer thing again, but I don't know how that would be set up to begin with. Any ideas.. (Once again I am trying to do a OnMapSpawn where three crushers would go off at seperate times but in a pattern)

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

Well, I think if you go into your logic_auto's output, there's a small "delay seconds" box that you can type what number of seconds you want until the crusher activates. I would try adding 3 to your 2nd crusher and 6 to your third crusher. This would give your crushers a nice 3 second smash pattern. No logic_timer required.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Maybe it helps to use one of my instances.
Crusher Instances (many custom options)
It's configured to be prepared for every situation.
If this isn't what you are looking for, you could take a look in it and maybe find something you maybe missed.

MasterLagger wrote:
Edit: I checked my old map and this is what I did. For the crusher I made these adjustments:
I used smash_fast as the crush animation.
For output I used "OnAnimationDone" the set the "crusher" to have "SetAnimation" for to "smash_fast."
I also made another "OnAnimationDone" then set the "crusher_sound" to "PlaySound"
I also used a trigger to begin the smash_fast animation for the first time, but you can probably use a Logic_auto to take care of that.
Oh, and make sure the "crusher sound" has a SourceEntityName named after your crusher's name.
After your done making the necessary adjustments, test it out to see if it's good.

Ok so it has been a long time since I have been on on the forums, but I am nearing the Chapter(s), there has just been to much stuff to do in the summer here. But I've ran in to a problem with the three crushers I have. I was forced to change the crusher from crush_fast to crush_big because the crusher would just go off to fast... I know I am missing something here, but even though I have the "OnAnimationDone" on, the "crusher_sound" is now delayed because of this crusher impact change. Honestly, I am getting tired of trying to make little changes that don't work to help improve this "fault of mine" because compiling the map is taking just too long.

Unless there is a way, and I'm sure there is, to make the smash_fast go slower, I'm out of ideas.

BlackBird Studios?
Map in Progress:
[spoiler]The Story of The Untold Truth
Chapter 1: The Escape
Chapter 2: The Question[/spoiler]
Maps Made:

[spoiler]"TheOldVersion" Chapter 1: The Escape Over 1000 Downloads!
"TheOldVersion" Chapter 2: The Catacombs Over 500 Downloads![/spoiler]

give your crusher the input "setplaybackRate" with a parameter from 0 to 1 (0% to 100%)

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