how do I mute individual entities?
The specific sound in this case is the activation of a prop_laser_catcher that lives in room 1. It is activated by actions in room 2, but I don't want the activation to be audible. Is there some way to mute it?
Valve uses that for maps that have sections like the multiple tests chambers in the repulsion and propulsion gel maps.
It's requires you know how to script with strings, bootleans, choice, integers
Actually yes, the laser catcher rely on a soundscape script, if you delete the soundscape the laser relys on, the console will say that it can't find the soundscape and the laser catcher will be silent. Alternatively, you can always edit the text.
Also, the console will produce error text that says that there's no soundscape for that entity if you delete it.
laser_catapult_01
laser_chamber_lg_01
laser_chamber_lg_01a
laser_chamber_med_02
laser_plat_01
laser_plat_ext_01
Whatever it is that turns on the laser in room2, shouldn't actually turn it on at that point, it should wait until you go back to room1, and then turn it on.
Using a trigger and a logic_compare, you could do this...
Whatever the condition is in room2, set the logic_compare setValue 1, then put a trigger before room1 which forces the logic_compare to compare and have a condition of 'equal to' to turn on the laser.
Rob.
seperate your map in two, put the second bit way away, but use world portals to connect them.
Spam Nugget wrote:
Or you could try this:
seperate your map in two, put the second bit way away, but use world portals to connect them.
Yes, try this. Make sure you put a fizzler before the world portal though otherwise if there is a remaining portal in the first room, you will see the outline far in the distance lol. http://developer.valvesoftware.com/wiki ... ortal_door