Trigger cdaudio (GoldSrc): Difference between revisions
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Note:The mp3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in
. Therefore, the filenames of custom mp3s must be very specific.
Note:Track 29 or
SirYodaJedi (talk | contribs) m (Undo revision 261592 by SirYodaJedi (talk)) Tag: Undo |
SirYodaJedi (talk | contribs) (→Keyvalues: add loop kv from fgd (can the {{czds}} color cache get purged already?)) |
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{{KV|TrackName|string|only={{czds}}|The path of the MP3 track to play, relative to the base mod directory.}} | {{KV|TrackName|string|only={{czds}}|The path of the MP3 track to play, relative to the base mod directory.}} | ||
{{KV|Looop|choices|only={{czds}}|Whether the track should loop. Default is "No". | |||
:* 0: No | |||
:* 1: Yes | |||
}} | |||
{{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 | ||
| Line 18: | Line 22: | ||
| <code>1</code> || <code><None></code> | | <code>1</code> || <code><None></code> | ||
|- | |- | ||
| <code>2</code> || Half-Life01.mp3 | | <code>2</code> || <code>Half-Life01.mp3</code> | ||
|- | |- | ||
| <code>3</code> || Prospero01.mp3 | | <code>3</code> || <code>Prospero01.mp3</code> | ||
|- | |- | ||
| <code>4</code> || Half-Life12.mp3 | | <code>4</code> || <code>Half-Life12.mp3</code> | ||
|- | |- | ||
| <code>5</code> || Half-Life07.mp3 | | <code>5</code> || <code>Half-Life07.mp3</code> | ||
|- | |- | ||
| <code>6</code> || Half-Life10.mp3 | | <code>6</code> || <code>Half-Life10.mp3</code> | ||
|- | |- | ||
| <code>7</code> || Suspense01.mp3 | | <code>7</code> || <code>Suspense01.mp3</code> | ||
|- | |- | ||
| <code>8</code> || Suspense03.mp3 | | <code>8</code> || <code>Suspense03.mp3</code> | ||
|- | |- | ||
| <code>9</code> || Half-Life09.mp3 | | <code>9</code> || <code>Half-Life09.mp3</code> | ||
|- | |- | ||
| <code>10</code> || Half-Life02.mp3 | | <code>10</code> || <code>Half-Life02.mp3</code> | ||
|- | |- | ||
| <code>11</code> || Half-Life13.mp3 | | <code>11</code> || <code>Half-Life13.mp3</code> | ||
|- | |- | ||
| <code>12</code> || Half-Life04.mp3 | | <code>12</code> || <code>Half-Life04.mp3</code> | ||
|- | |- | ||
| <code>13</code> || Half-Life15.mp3 | | <code>13</code> || <code>Half-Life15.mp3</code> | ||
|- | |- | ||
| <code>14</code> || Half-Life14.mp3 | | <code>14</code> || <code>Half-Life14.mp3</code> | ||
|- | |- | ||
| <code>15</code> || Half-Life16.mp3 | | <code>15</code> || <code>Half-Life16.mp3</code> | ||
|- | |- | ||
| <code>16</code> || Suspense02.mp3 | | <code>16</code> || <code>Suspense02.mp3</code> | ||
|- | |- | ||
| <code>17</code> || Half-Life03.mp3 | | <code>17</code> || <code>Half-Life03.mp3</code> | ||
|- | |- | ||
| <code>18</code> || Half-Life08.mp3 | | <code>18</code> || <code>Half-Life08.mp3</code> | ||
|- | |- | ||
| <code>19</code> || Prospero02.mp3 | | <code>19</code> || <code>Prospero02.mp3</code> | ||
|- | |- | ||
| <code>20</code> || Half-Life05.mp3 | | <code>20</code> || <code>Half-Life05.mp3</code> | ||
|- | |- | ||
| <code>21</code> || Prospero04.mp3 | | <code>21</code> || <code>Prospero04.mp3</code> | ||
|- | |- | ||
| <code>22</code> || Half-Life11.mp3 | | <code>22</code> || <code>Half-Life11.mp3</code> | ||
|- | |- | ||
| <code>23</code> || Half-Life06.mp3 | | <code>23</code> || <code>Half-Life06.mp3</code> | ||
|- | |- | ||
| <code>24</code> || Prospero03.mp3 | | <code>24</code> || <code>Prospero03.mp3</code> | ||
|- | |- | ||
| <code>25</code> || Half-Life17.mp3 | | <code>25</code> || <code>Half-Life17.mp3</code> | ||
|- | |- | ||
| <code>26</code> || Prospero05.mp3 | | <code>26</code> || <code>Prospero05.mp3</code> | ||
|- | |- | ||
| <code>27</code> || Suspense05.mp3 | | <code>27</code> || <code>Suspense05.mp3</code> | ||
|- | |- | ||
| <code>28</code> || Suspense07.mp3 | | <code>28</code> || <code>Suspense07.mp3</code> | ||
|- | |- | ||
| <code>29</code> || gamestartup.mp3 | | <code>29</code> || <code>gamestartup.mp3</code> | ||
|- | |||
| <code>30</code> || <code><None></code> | |||
|- | |- | ||
|} | |} | ||
{{note|Track 29 or <code>gamestartup.mp3</code> 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.}} | {{note|Track 29 or <code>gamestartup.mp3</code></code> 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.}} | ||
{{Hl1_kv_targetname}} | {{Hl1_kv_targetname}} | ||
Revision as of 09:06, 11 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.
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.
Keyvalues
- TrackName ([todo internal name (i)]) <string> (only in
) - The path of the MP3 track to play, relative to the base mod directory.
- Looop ([todo internal name (i)]) <choices> (only in
) - Whether the track should loop. Default is "No".
- 0: No
- 1: Yes
- 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>2Half-Life01.mp33Prospero01.mp34Half-Life12.mp35Half-Life07.mp36Half-Life10.mp37Suspense01.mp38Suspense03.mp39Half-Life09.mp310Half-Life02.mp311Half-Life13.mp312Half-Life04.mp313Half-Life15.mp314Half-Life14.mp315Half-Life16.mp316Suspense02.mp317Half-Life03.mp318Half-Life08.mp319Prospero02.mp320Half-Life05.mp321Prospero04.mp322Half-Life11.mp323Half-Life06.mp324Prospero03.mp325Half-Life17.mp326Prospero05.mp327Suspense05.mp328Suspense07.mp329gamestartup.mp330<None>
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.