Talk:Trigger soundscape
About the recently added warning
Recently a warning was added, stating that trigger_soundscape entities might break all triggers on the map in some unknown circumstance.
However, after looking at Qdude's vmf (the map that was supposedly broken) and compiling it numerous times, nothing seemed to be broken at all. My own triggers that i had added and other soundscape triggers worked as intended.
Even when I created new a test map with every single entity of l4d2 inside the trigger_soundscape volume, I still could not replicate broken triggers.
So i think its fair to say that whatever problem existed on that map, it was probably not the trigger_soundscape.
So i'm going to remove the warning.
--MrFunreal (talk) 12:38, 11 September 2021 (PDT)
- @MrFunreal (Not sure how to "@" someone on here..) I just discovered what may be a bug in that seems similar to this. I have a trigger_soundscape that encapsulates a whole level which also sets a fog controller OnStartTouch and to a different fog controller OnEndTouch. It's a bhop map so there's triggers on blocks that change the player's targetname when you jump on them and i noticed a slight flicker when jumping sometimes and sure enough via checking through
developer 2
, sometimes but maybe not every time, it was acting as if i left the trigger_soundscape and thus turning the fog off (presumably for 1 tick) before instantly turning it on again. The soundscape itself didn't seem to bug nor the bhop triggers, however the fog flickering is obviously a problem. Since i'm in the trigger_soundscape the entire time there's no reason it should be behaving that way unless it's bugged. --Sirhephaestus (talk) 14:44, 5 March 2024 (PST) Edit: After some testing it's quite clear trigger_soundscapes work differently than other triggers. Filters simply don't work with them, they will always activate the soundscape and any outputs as long as you are in them.
The 'Soundscape' name
Should the 'Soundscape' name be changed to 'Soundscape Target Name' so there's no risk of confusion? or am i sounding stupid. --N0one (talk) 06:42, 27 January 2024 (PST)
- Why is this necessary if it is already indicated next to this <target name>
-NOUG4AT (talk) 06:55, 27 January 2024 (PST)- When in hammer it only says Soundscape, i had to help someone because they were stuck for 10 hours because they couldn't figure out why their custom soundscape wouldn't work. They thought the 'soundscape' was for the actual soundscape name, instead of target name. --N0one (talk) 15:52, 27 January 2024 (PST)
- That's more of an issue of the FGD entry. Assuming that person checked this page the risk of confusion already talks about it so he would know. And to be clear I am not for or against changing the `Soundscape` to `Soundscape Target Name` on this page but don't really see it as neccessary. Maybe adding FGD edit section where that entry is edited would be good to do Nescius (talk) 16:17, 27 January 2024 (PST)
- When in hammer it only says Soundscape, i had to help someone because they were stuck for 10 hours because they couldn't figure out why their custom soundscape wouldn't work. They thought the 'soundscape' was for the actual soundscape name, instead of target name. --N0one (talk) 15:52, 27 January 2024 (PST)
Start disabled doesn't work if player spawns inside trigger when map starts
If you spawn inside the trigger_soundscape when the map loads it will activate even if it's set to start disabled. It's probably only trigger_soundscapes where this bug exists since half the usual trigger features don't work on them. Tested in --Sirhephaestus (talk) 14:00, 30 September 2024 (PDT)
- Another bug: if you have multiple brushes included in the same trigger_soundscape entity the empty space between them will still count as you being inside the trigger. This only seems to apply on map spawn if you spawn inside the empty space, spawning outside of the trigger and walking in works as expected. --Sirhephaestus (talk) 14:28, 30 September 2024 (PDT)
- Yet another bug. Even while completely disabled sometimes they'll turn on and you'll activate the soundscape. Can't figure out why. Possibly related to the bug i mentioned a few months ago above. It seems ill advised to use these for anything unless you absolutely have to. --Sirhephaestus (talk) 15:13, 1 October 2024 (PDT)
- Could the issues you are having be related to this being a preserved entity ? --Nescius (talk) 15:17, 1 October 2024 (PDT)
- Yet another bug. Even while completely disabled sometimes they'll turn on and you'll activate the soundscape. Can't figure out why. Possibly related to the bug i mentioned a few months ago above. It seems ill advised to use these for anything unless you absolutely have to. --Sirhephaestus (talk) 15:13, 1 October 2024 (PDT)