"Floor/Ceiling Raise/Lower" Different Sound?!

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Tormentor667
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"Floor/Ceiling Raise/Lower" Different Sound?!

Post by Tormentor667 »

First Question, how can I change the sound for one single sector movement? For example I have a moving floor and a moving ceiling ("FloorAndCeiling_LowerByValue") and I don't want the standard doom floor movement sound to be played, I want something different (defined in the SNFINFO lump), how do I do that?

Second Question, does anyone have a sound that sounds like an old rusty elevator that's moving? Or something similar that can be played continueously while the floors/ceilings are moving?
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Graf Zahl
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Post by Graf Zahl »

1. Use the sound sequence override things. You have to define the sounds in theSNDSEQ lump.
2. Sorry, with that I can't help you.
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chaoscentral
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Post by chaoscentral »

I can help you with the sound, let me have a look see at the half life sounds.... *goes off searching the D Drive... in hopes of finding half life still installed*
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Post by Tormentor667 »

Graf Zahl wrote:1. Use the sound sequence override things. You have to define the sounds in theSNDSEQ lump.
2. Sorry, with that I can't help you.
Okay, this helps me, thx!

@Chaos - Thx, let me know if you've found something useful :)
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Tormentor667
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Post by Tormentor667 »

I got this script for the platforms:

Code: Select all

:Seq2Plat
   platform 1
   playuntildone Plat1BEG
   playrepeat Plat1MID
   stopsound Plat1END
end
Now I just need 3 sounds!
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Enjay
 
 
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Post by Enjay »

Can't remember where these came from - any use?

I use them like this

Code: Select all

:Clank
	DOOR		9
	PLATFORM	9
	attenuation STATIC
	playrepeat	CLANK1
	stopsound	CLANK2
end
Obviously I have a sndinfo entry that defines them as CLANK1 and CLANK2
Last edited by Enjay on Fri Mar 17, 2006 7:14 pm, edited 1 time in total.
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Tormentor667
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Post by Tormentor667 »

Thx alot enjay, I already found some sounds. Your sounds are good, but unfortunately sound too much like chains and medieval stuff :(
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Post by Enjay »

Fair enough. File removed.
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