Thanks for the tutorial: helped me figure out how to use the pulser, which will definitely come in handy from now on. May I ask where the alarm sound heard comes from? I don't recognize it.
Hey, no worries! The alarm that I demonstrated in the build at the very start I think is a Citadel base alarm however I have used a constant value to tweak the PITCH value of the sound emmiters, to create a more customised, unique sound.
@@immetallic. Now that I watch this video again it's actually the _square pulse_ gate, but close enough I guess. Oh okay. When I decided to go looking for it however it turns out that it's actually "alarm_citizen_loop1" from HL2 with the pitch & speed upped to 100: still a unique (& effective!) sound no doubt though. What about the "NPC_FloorTurret.Alarm" parameter in the sound emitter tool though? I looked it up but all the pages I found didn't actually tell me what sound it relates to, & putting it in the sound emitter didn't do anything (unless it's just a nonexistent file path/file name you put in for demonstration purposes). On another note, I've since built a few alarm systems using what I learned in your tutorial, one based off the "power alarm" from the video game Myst, & two others based off a Source Engine mod that was never released (but that still had a few videos made about it prior to its cancellation). One thing I did was have the light & the alarm on different timing circuits so that the light could be precisely flashed to the alarm (any timing works as long as they both add up to the same number: for instance one setup had one value as 1.2 & the other as 0.8 so that they added exactly up to 2: the other square pulse gate had different values but they still added up to 2 so that the light & alarm were in perfect sync). Thanks again for the tutorial!
Very interesting content bro ;D
This is sick!I wouldn't have done it if it weren't for you
W good job mate!!
thank you!!
Great video I'm gonna try this in my base tomorrow
i hope it worked well!
great video mate
thank you!
thanks bro!
Thanks for the tutorial: helped me figure out how to use the pulser, which will definitely come in handy from now on.
May I ask where the alarm sound heard comes from? I don't recognize it.
Hey, no worries! The alarm that I demonstrated in the build at the very start I think is a Citadel base alarm however I have used a constant value to tweak the PITCH value of the sound emmiters, to create a more customised, unique sound.
@@immetallic. Now that I watch this video again it's actually the _square pulse_ gate, but close enough I guess.
Oh okay. When I decided to go looking for it however it turns out that it's actually "alarm_citizen_loop1" from HL2 with the pitch & speed upped to 100: still a unique (& effective!) sound no doubt though. What about the "NPC_FloorTurret.Alarm" parameter in the sound emitter tool though? I looked it up but all the pages I found didn't actually tell me what sound it relates to, & putting it in the sound emitter didn't do anything (unless it's just a nonexistent file path/file name you put in for demonstration purposes).
On another note, I've since built a few alarm systems using what I learned in your tutorial, one based off the "power alarm" from the video game Myst, & two others based off a Source Engine mod that was never released (but that still had a few videos made about it prior to its cancellation). One thing I did was have the light & the alarm on different timing circuits so that the light could be precisely flashed to the alarm (any timing works as long as they both add up to the same number: for instance one setup had one value as 1.2 & the other as 0.8 so that they added exactly up to 2: the other square pulse gate had different values but they still added up to 2 so that the light & alarm were in perfect sync).
Thanks again for the tutorial!