Trouble with Blue Gel

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Ultiman9711
118 Posts
Posted Jun 23, 2013
I'm currently working on a [rather large] map, and in the first half, blue gel works fine. But once I make my way to the second half, when I jump on the blue gel there, no "boing" sound is played, I land, and then the "boing" sound that's supposed to be played when I jump plays. The only thing I can think of is the music that I've played and then killed isn't actually killed, and the game has multiple overlapping music tracks running at the same time. But it is only 3 other tracks! Anyone have any ideas?
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User
630 Posts
Posted Jun 23, 2013
Replied 37 minutes later
Test your map without your Background Music/Tracks, and you will see if the Tracks are causing that problem.
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Ultiman9711
118 Posts
Posted Jun 23, 2013
Replied 4 hours later
Alright, I just tried that, and it worked! Thanks! However, is there a way to really kill ambient_generics, or am I stuck having to actually not have a certain music track?
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josepezdj
2,386 Posts
Posted Jun 24, 2013
Replied 7 hours later
What about killing the ambient_generic plus an audio cache update? you can have a point_clientcommand and fire an output via a logic_relay like so:

OnTrigger > [clientcommand_name] > Command > snd_updateaudiocache

Or maybe snd_rebuildaudiocache.

I haven't tried this though, but maybe this way you get rid of the sounds that are being played in the background...

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Ultiman9711
118 Posts
Posted Jun 24, 2013
Replied 9 hours later
I tried that, but it also comes up briefly with the console window as it rebuilds. It also didn't fix the problem. I might have to cut the blue gel from the equation if I want to finish this map.
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FelixGriffin
2,680 Posts
Posted Jun 26, 2013
Replied 1 day later
Don't kill an ambient_generic, disable it first. This will only work on a looped sound with Start Silent checked and Is NOT Looped unchecked.