emp_team_sound_pointentity issues

Discussion in 'Closed bugs' started by D.D.D. Destroyer, Nov 9, 2014.

  1. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I mentioned the first to Herbie: Apparently the pointentity doesn't precache sound files, so anything that isn't precached by other means (like, for example, by having an ambient_generic with the same sound hidden away somewhere) will simply not play.

    On top of that, you can't see or modify the max audible distance in the 2D/3D render windows, any editing has to be done through properties and to check the area of effect you need to use an ambient_generic or the like.
     
  2. Herbie

    Herbie Junior Member

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    I think I included the precaching part of the teamsound entity in the wrong commit, so I don't think Candles included it. I also changed the fgd to display the sphere based on the sound radius property.
     
  3. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Ahh, sorry about that, it should be in the next patch now.
     

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