• ambient_generic problem
    12 replies, posted
I made one ambient_generic to make a waterfall sound, it is triggered by a logic_auto > OnMapSpawn > play sound. So when i load my map in single player everything is fine but when in multiplayer it isn't working. I tryed doing logic_auto > OnMultiNewMap > play sound but still no use. Any ideas how i could trigger my ambient_generic and that it would work on multiplayer ?
make the logic auto stop the sound in 0.00 seconds then play it in 0.10. that should fix it, and in flags check to make sure the "is not looped" box isn't checked.
[QUOTE=Ballin852;19727240]make the logic auto stop the sound in 0.00 seconds then play it in 0.10. that should fix it, and in flags check to make sure the "is not looped" box isn't checked.[/QUOTE] Yay, it worked. Thanks !
[QUOTE=LightningX151;19727427]Yay, it worked. Thanks ![/QUOTE] Np, glad it worked.
O and could someone help me with my water problem: [img]http://img29.imageshack.us/img29/2465/badwaterfx.jpg[/img] My water looks like this from different angles (pics: 2;3). But from other angles it looks like (pic 1). And no my map isn't leaked or anything, also this is gm_construct water texture and i have placed water_lod_control and cubemaps.
did you build the cubemaps in console? while in game type "buildcubemaps 1" in console and re join the map. if not you should try using a different texture.
I typed "buildcubemaps 1" into console and restarted the game but still no difference. Well if there isn't any other solution im going to have to change the water texture like you say.
[QUOTE=LightningX151;19728347]O and could someone help me with my water problem: [img]http://img29.imageshack.us/img29/2465/badwaterfx.jpg[/img] My water looks like this from different angles (pics: 2;3). But from other angles it looks like (pic 1). And no my map isn't leaked or anything, also this is gm_construct water texture and i have placed water_lod_control and cubemaps.[/QUOTE] This is a visibillty issue with source.
So even if i change the textures i will still get this bug ? Nope, changed the textures and still the same thing. I guess im gonna have to leave this.
[QUOTE=LightningX151;19728906]I typed "buildcubemaps 1" into console and restarted the game but still no difference. Well if there isn't any other solution im going to have to change the water texture like you say.[/QUOTE] It's [b]buildcubemaps[/b]; there's no value to this, and a common reason for that bug is probably a leak. Press ALT + P and see what comes up, and post your compile log.
[QUOTE=HighdefGE;19729246]It's [b]buildcubemaps[/b]; there's no value to this, and a common reason for that bug is probably a leak. Press ALT + P and see what comes up, and post your compile log.[/QUOTE] they both work the same... it does not matter whether you put a 1 or not.. load a pointfile it should point to any leaks you have.
Just found this at interlopers, i got the same situation with two levels of water. [QUOTE]You cannot have two levels of water in the same area of your map, unless you use a cheap and a normal watertexture, or use the func_water_analog entity.[/QUOTE] I see that there is no way in fixing this, so im just going to leave it this way.
There is no point in having a logic_auto trigger an ambient_generic when the map starts. Just go into the ambient_generic's properties and uncheck where it says "Start Silent".
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