Make a brush, tie it to trigger_once brush entity (right click + Tie to Entity), and then insert the ambient_fmodstream's name to the trigger_once's Target.
Thanks that helped! If you don't mind me asking, is there anyway to give a door or any object a custom sound when opening? That's the last thing I need to know before I can release my map on the forums. I don't mean walking into it like the Ambient_FModstream, I want it to play the sound while it's opening, as soon as I press E on my door.
I believe you can with CoF's door entity.Unless you're using the normal HL's func_door, in which you can't.Had to use an ambient_generic for my TSoS func_doors.
Exactly, I used ambient_generics but not sure how to make them play immediately as I press e on them. It's glitchy as hell actually, the door opens, then closes then when I open it again it plays the sound when the door is fully open. Not sure how to get it to work properly basically.
Yep, TSoS pretty much suffers from the same fate.Slightly cobbled switch levers + multi_managers.Really no idea besides actually replacing actual ingame assets.Which is a problem since CoF modding doesn't work as easily as normal HL.
Ah well, I guess using function_multiple works. Is there anyway to change textures? E.g if I press a button, it changes the button to an activated texture? That sort of thing? Doesn't matter if it doesn't, but thanks for all the help dude. Hopefully I can release the map on the forums after I'm done with school.
Another problem I seem to have is that when I hide a gun inside a destroyable box, I can pick it up through the box, making destroying it useless. Is there anyway to make it so that destroying an object making an entity such as a gun spawn?
I don't know.Make the box bigger i guess?I recalled that func_breakable has a spawnobject/Spawn on Break thing going on.Does that work?
I already tried making the box bigger before and it doesn't work nicely(map looks uglier) and I also have already tried using the on break spawn but it doesn't work either. It's limited to the Half Life weapons, ammo, etc. and inputting a name of any type of object from Cry of Fear(e.g ammo_glock) doesn't work. Isn't there a way to make a trigger spawn a weapon?