there's a trigger there that makes the bot fly like they do in quake. I'd like to have a sound or that quake sound when the trigger is activated. ( every time and only at the activation point ) and if I could do this solely in radiant, good. if not a compilation of scripting and radiant or just scripting......... and that's where i get lost.
When i turn the Quake Revival bsp into .map with the mohbsptomohmap.exe, it gives me that for the jumppads: Code: // Entity #161 { "origin" "352 -496 -208" "classname" "trigger_pushany" "spawnflags" "24" "target" "bouncer_dest1" "$targetname" "jumppad_trigger1" "setthread" "jumppad_1" "speed" "700" } Could you add a "setthread" thing in the trigger so i could just script the thread in the .scr like that : Code: jumppad_1: $jumppad_trigger1 playsound bouncer end That couls assure a perfect synchronization between the jump and sound. Otherwise one must add another trigger_multiple in the .scr upon the ones you have in the map. Which is not hat nice. I extracted the "bouncer" custom sound to be put in a separated sound folder.
thanks a lot. as soon as i have enough time to sit down for a while I'll give scripting a shot. i thought about loading unreal ( have an old disc somewhere ) and I thought about running quake and having a look......... but the way they do it in quake is different sorta............ mohaa doesn't have the same trigger choices and the jump is limited where you can get more from quake or unreal...... forget my games.......... only way to get a real long jump is to make several triggers in unison under mohaa radiant......... as far as I can tell. kinda go back and forth between the jumps and playing with light lately. thanks again.
lebabouin is the man, that works, made it myself too, but actually i think you can give sounds to the trigger, but i should check in radiant :/