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Help with adding triggered sound and triggering off fx

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Created 11 years ago
by Deleted User
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  • Frrrozn
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Frrrozn
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     I have been looking around for a tutorial on how to activate sound using triggers and I can't find one. so I am wondering  if anyone can help me here.
     An example of how I am trying to set it up for in-game is that the player walks up to the trigger, activates it, and the sound plays. In the process I also am wanting to know how to turn off visually active fx. However to activate you have to have enough points. So neither the sound or fx will be toggled unless the player had the right amount of points to spend. Also can the moving or removing of a CLIP be applied into this?
     So think of it as a lighting fx blocking a doorway, but you can't just run through fx so there is a clip in the doorway to make it seem as if the lighting is preventing you from running through. So you have to spend points through a trigger that turns off the visual fx removes the clip or moves it, and also plays a sound in the process.
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with just a few changes i have scripts i made that would work for both of these. if you still need help just pm me.
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To stop an fx you delete it or rather the item it is being played on. Just playing the fx keeps it from being able to be deleted until it has run its course, which is forever in a looped fx. If you playfxontag on a spawned model set to tag_origin, deleting it will delete your fx.

You can just make your clip a script_brush and make sure to check dynamic path. Then delete it also, but not before calling connectpaths() on it.

The triggers to control this would be in a while loop with an if condition to check for the players score to be greater than or equal to the amount needed. You would get the entities and play the fx before the while loop.
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  • Frrrozn
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Frrrozn
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with just a few changes i have scripts i made that would work for both of these. if you still need help just pm me.
It says I am not allowed to send personal messages.

 
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