turning off a radio

02-28-2005, 04:55 PM
Okay, I've looked and can't find anything, I also have tried different combos of multi managers and trigger relays, etc., I have a radio (func breakable) with a func button to play an ambient generic. When you shoot the radio, the radio goes bye bye with a env render, my problem is turning off the ambient generic at the same time and turning off the func button. :confused:

02-28-2005, 05:43 PM
i take it that u want the player to be able to turn the music on/off at will with the func_button, and also destroy the radio thus ending the music permanently, and disabling the button.
Firstly, why?? Although it can be done with about 6-7 entities, i would suggest just have the music start on, and loop until the breakable is destroyed (no need to env_render it out) just set the 'target on break' to trigger the ambient generic.
have the radio be a func_button that targets the ambient_generic (which is or isnt looping), and the radio cannot be blown up.

note: ambient_generics are not reliable to start ON again at the next round. To ensure that sounds (or sprites) really do start ON, if you put a trigger_once (tick the 'reset on round start' flag) in one of the spawns, and have it trigger a trigger_relay (set the 'trigger to send' to 'ON') that in turn triggers your sound/sprite, and it SHOULD be ON every round start.
make sense?
didnt think so, read it again

02-28-2005, 06:09 PM
He's right. He's always right.

Damn you Greenhorn. :p

02-28-2005, 06:34 PM
Thanks for the help. I'll probably go with not destroying the radio and leaving it at that. appreciate the help though.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.