Trigger cdaudio (GoldSrc): Difference between revisions

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(→‎Keyvalues: gamestartup looping)
(deleted scenes doesn't have the hardcoded mp3 file name improvements, not that anyone mods that)
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{{distinguish|target_cdaudio}}
{{distinguish|target_cdaudio}}
{{DISPLAYTITLE:<code>trigger_cdaudio</code>}}
{{DISPLAYTITLE:<code>trigger_cdaudio</code>}}
{{HL1}} '''trigger_cdaudio''' is a brush entity available in [[Half-Life]].
{{GoldSource base brush|trigger_cdaudio}}


==Entity description==
==Entity description==
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Plays a specified track either on the CD or in the media folder when the player walks through this entity.
Plays a specified track either on the CD or in the media folder when the player walks through this entity.


{{Note|The mp3 files loaded, and what number they are used as in this entity are hard-coded into the game. Therefore, the filenames of custom mp3s must be very specific.}}
{{Note|The mp3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in {{czds}}. Therefore, the filenames of custom mp3s must be very specific.}}


== Keyvalues ==
== Keyvalues ==


{{KV|TrackName|string|only={{czds}}|The path of the MP3 track to play, relative to the base mod directory.}}
{{KV|Track|integer|The name of the track to play via the media folder OR the CD-track number if a red book audio cd is available.}}
{{KV|Track|integer|The name of the track to play via the media folder OR the CD-track number if a red book audio cd is available.}}
:{| class=standard-table
:{| class=standard-table

Revision as of 21:06, 10 July 2022

Not to be confused with target_cdaudio.
Todo: The deprecated template {{Base brush}}, {{Brush ent}} or {{Tf2 brush}} (and similar) was used. Use {{Entity}} instead.

GoldSrc trigger_cdaudio is a brush entity available in all GoldSrc engine games.

Entity description

Plays a specified track either on the CD or in the media folder when the player walks through this entity.

Note.pngNote:The mp3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in Condition Zero Deleted Scenes. Therefore, the filenames of custom mp3s must be very specific.

Keyvalues

TrackName ([todo internal name (i)]) <string> (only in Condition Zero Deleted Scenes)
The path of the MP3 track to play, relative to the base mod directory.
Track ([todo internal name (i)]) <integer>
The name of the track to play via the media folder OR the CD-track number if a red book audio cd is available.
Value Mp3 file to play
1 <None>
2 Half-Life01.mp3
3 Prospero01.mp3
4 Half-Life12.mp3
5 Half-Life07.mp3
6 Half-Life10.mp3
7 Suspense01.mp3
8 Suspense03.mp3
9 Half-Life09.mp3
10 Half-Life02.mp3
11 Half-Life13.mp3
12 Half-Life04.mp3
13 Half-Life15.mp3
14 Half-Life14.mp3
15 Half-Life16.mp3
16 Suspense02.mp3
17 Half-Life03.mp3
18 Half-Life08.mp3
19 Prospero02.mp3
20 Half-Life05.mp3
21 Prospero04.mp3
22 Half-Life11.mp3
23 Half-Life06.mp3
24 Prospero03.mp3
25 Half-Life17.mp3
26 Prospero05.mp3
27 Suspense05.mp3
28 Suspense07.mp3
29 gamestartup.mp3
Note.pngNote:Track 29 or gamestartup.mp3 will automatically play upon game launching into the main menu, and will loop and continue to play until another music track is called or a mulitplayer server is loaded.
Name (targetname) <string>
The targetname that other entities refer to this entity by.

See also