checkpoint announcer sounds

checkpoint announcer sounds

Postby bonifarz » 03 Oct 2013, 10:18

This discussion is related to ticket 619:
bonifarz {l Wrote}:I recently noticed the checkpoint.ogg in data/sounds/announcer and wonder why it is not used in time-trial. An option to trigger this sound when hitting a checkpoint seems a nice addition.
qreeves {l Wrote}:You always have the option of making a sound play when triggering an entity (hint: link one to the checkpoint!).

Of course, quin is right here. But I fail to get a sound that is played only for the player that is triggering the checkpoint. There is probably an easy way to do so that i am still missing. In a map with a fair density of checkpoints and a couple of players, playing checkpoint announcements for everyone easily results in a plain annoyance.

I would like to attach an example map for testing checkpoint sounds offline, so people can discuss whether they like this.
testchamber_cp.zip
Testchamber (SVN texturing) with checkpoint announcer sounds.
(817.95 KiB) Downloaded 301 times
Adding such announcements to a map is trivial and takes just a minute or two (adding two lines to the cfg, placing two sound ents with noatten flags and linking them with the last and respawn checkpoints, respectively).
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Re: checkpoint announcer sounds

Postby Sniper-Goth » 03 Oct 2013, 15:01

Put the trigger entity extremelly close to the sound entity. And make the sound entity radius small, and flags 1, noatten.
Its not like its a hard thing to do, seriously.
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