CItem::Respawn() calls SetTouch(NULL), so it can't be a case of
re-triggering unless you've bypassed that code entirely.
The only thing I can think of is that RollerBall.RewardTokenPickup has a
very low attenuation value in your soundscript. Once you go down very
low (around 60dB) the engine starts cocking up volume falloff, so the
sound stopping instantly isn't implausible.
On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called
again though... What's the fix, toggling a boolean when you enter, and
don't run it if it's true? I don't recall this ever being a problem in
actual HL2/HL2DM.
On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern
<amck...@yahoo.com <mailto:amck...@yahoo.com>> wrote:
You have a 6 sided trigger - each side will trigger when its
touched, so if your enter the brush it will trigger, the same as
when you exit the brush it will trigger.
You might be better off using the InEntity code (been ages from
last time i needed to use it so forgot its real name)
--------
Owner Nigredo Studios http://www.nigredostudios.com
--- On *Wed, 6/4/11, Matt Hoffman /<lord.matt.hoff...@gmail.com
<mailto:lord.matt.hoff...@gmail.com>>/* wrote:
From: Matt Hoffman <lord.matt.hoff...@gmail.com
<mailto:lord.matt.hoff...@gmail.com>>
Subject: [hlcoders] EmitSound being cut off, and forcing the
player to spectate an entity
To: "Discussion of Half-Life Programming"
<hlcoders@list.valvesoftware.com
<mailto:hlcoders@list.valvesoftware.com>>
Received: Wednesday, 6 April, 2011, 10:12 AM
EmitSound:
I have an entity that derives from CItem, and I'm using
ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
DATA_DESC. The function works fine, but if the player leaves
the collision box of the entity while the sound is playing it
just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the
CPASAttenuationFilter. Am I using the CPASAttenuationFilter
wrong? Or is it something to do with the ItemTouch function
itself?
Here's the relevant functions: http://pastebin.com/Mu72VBxQ
Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the
player to spectate a custom entity. I did SetObserverTarget(
entity ), and if I debug it, it goes into player.cpp->bool
CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
modified IsValidObserverTarget to not kick out when trying to
observe something other than a player.
It hits m_hObserverTarget.Set( target ). It also hits
SetObserverTarget on C_BasePlayer (
http://pastebin.com/eAWZy41A ), and hits everything.
It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
on CBasePlayer::SetObserverTarget -- Do you have to be in
OBS_MODE_ROAMING to observe something?
When the player spectates another player, what is he doing. Is
his logical entity moving around, or just his camera?
Any help over these two issues would be great, I've been stuck
here for 2 days now... :P
-Matt
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