Why is the ambient_generic still bugging?

Littlefrodo

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Why is the ambient_generic still bugging? I cant either get my env_message to work:( , someone hilfen me bitte? :?: :oldshock:
 

Thothie

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Meh, attempted to fix the ambient generic - failed.

I suspect it is something that MSC is doing to the sound system, rather than anything wrong with the entity code. Next attempt is to create a new entity, but I'd rather not fux with that until we figured what broke the game_text.

env_message works thusly:
Code:
{
"origin" "-1312 1024 -1776"
"messagesound" "doors/aliendoor3.wav"
"messagevolume" "10"
"message" "OPENTITLE3"
"targetname" "push_snd"
"spawnflags" "2"
"classname" "env_message"
}
(This is the "woosh" sound you get when you jump into the pit in Calriun2's BS chamber)

Use "OPENTITLE3" as the message property, since it is an empty titles.txt spot.

messagesound is where your wave file goes.

Spawnflags are checks on the Flags panel. The first is useless, the second, is "All Players" which you will want, most of the time.

See also: VERC Reference Entry on the subject.

You CAN use looping sounds with env_message, but they must start playing when a player is near them, and they'll die as the sound buffer fills. The only way to keep one looping is via multi_manager, but you only want to use play-once waves with that, as otherwise you'll get a stack effect.

See the ms_npcscript tutor map for a method for chaining env_messages, and mstrig_randoms for looping sounds with random intervals (note that the example in there eats a lot of entities).
 

Littlefrodo

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I need some help with Game_text. The problem is that it doesä't display any text :(
 
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