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Double Doors / Worldspawn SoundSet

Posted: Wed Apr 06, 2011 7:51 pm
by DVersiga
I having trouble getting two doors to open together. I'm using GTKRadiant 1.5.0 and am modding for Elite Force. I have both doors with the same "team" value, but they always open on their own, never together. Anyone know what could be causing this?

Also, I can't seem to get the worldspawn entity to play an ambient soundSet, although I have a valid soundSet listed.

I'm new to GTKRadiant, but have been building mods for other games for over ten years. Just need some help getting used to the engine.

Thanks for your help ahead of time.

-DVersiga

Re: Double Doors / Worldspawn SoundSet

Posted: Wed Apr 06, 2011 9:06 pm
by obsidian
Hi and welcome.

First of all, make sure you have the proper STVEF gamepack installed.

Doors:
  • Create a brush, right click, func > func_door.
  • Create second brush, right click, func > func_door.
  • Select both brushes, hit N for entity inspector.
  • key: team, value: 1 (or something similar).
Not too sure about the ambient sounds. Worldspawn sounds for Q3 is a music file, it's a little specific as to what type of format. It has to be .wav, stereo and at a specific bitrate, frequency. Ambient sounds are usually achieved with a target_speaker. IIRC, .wav, mono.

Re: Double Doors / Worldspawn SoundSet

Posted: Wed Apr 06, 2011 9:30 pm
by DVersiga
Obsidian:

Thanks for the reply.

Here are the keys I've applied to my doors:

angle: 180; 0 (respectively)
classname: func_door
dmg: -1
lip: 4
soundSet: voyagerdoors
spawnflags: 16
speed: 50
team: doors1

I have studied the maps in STVEF and this is pretty much the same flags they used for their doors.

Of course, in STVEF, checking "trek_door" adds the spawnflags value of 16. This allows the doors to open when the player gets within 72 units of the doors, and allows them to remain open as long as they are in 32 units of the doors.

However, upon approaching the doors, they open at separate times due to the player approaching each door's 72 unit detection range at separate times. I thought giving them both identical "team" values was supposed to cause them to open both at the same time.

And yes, I've tried with several different sizes of doors, and attempted the same thing in both GTKRadiant 1.5 and 1.4 with the same results.

Re: Double Doors / Worldspawn SoundSet

Posted: Wed Apr 06, 2011 9:59 pm
by obsidian
Try removing everything else except for classname, angle and team and see what happens.

The entities in EF are a bit different than Q3, so there might be differences in how they work. You'll have to do some investigating if it still doesn't work.

The workaround is to create a trigger_multiple and have it trigger both doors when the player passes into the volume.

Re: Double Doors / Worldspawn SoundSet

Posted: Wed Apr 06, 2011 10:08 pm
by DVersiga
Same results, except of course no sound plays and they open at the default speed. It's almost as if the engine is ignoring the team value.

Re: Double Doors / Worldspawn SoundSet

Posted: Thu Apr 07, 2011 6:02 pm
by DVersiga
Got it working! I'm not sure what I did, but I left it alone for a while while I was building other areas of my map. Checked the doors this morning and they're working fine now.

Strange...