Left 4 Dead 2

Left 4 Dead 2

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RainingMetal Apr 6, 2014 @ 6:38am
L4D2 Music Intros
I'm hoping to play some intro music for this map. I noticed in the Map Properties that there were parameters "Start Music Type" and "Music String", likely for setting the soundtrack types. So how do I trigger the Start Music? I'm assuming I don't need to rely on ambient_generics or ambient_musics for this purpose.

I plan on reusing official music tracks for this as well.
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Rectus Apr 6, 2014 @ 6:54am 
The music should play automatically when the campaign starts, if navigation (and maybe the mission file) is set up correctly. The music strings for the official campaigns are documented here.
RainingMetal Apr 6, 2014 @ 7:16am 
If I were to run my map from hammer, will I ever hear the intro music at all?
Rectus Apr 6, 2014 @ 7:18am 
If everything is set up right, it should "just work".
RainingMetal Apr 6, 2014 @ 7:22am 
So where would I put the mission.txt file for the purpose of running it in hammer. Do I create a new mission folder in the l4d2 directory?
Rectus Apr 6, 2014 @ 7:42am 
Yes, most files seem get read the same whether they are in the directly in the folder, as they are in the vpk. I think the only exception is the audio cache file for custom sounds. Files put in the vpk will override the stuff in the folders with the same name though.
RainingMetal Apr 6, 2014 @ 8:00am 
Well, making a dummy mission folder and file certainly didn't work either. Does the checkpoint have to be functional in order for it to work (ie, having the landmark and changelevel triggers functional)?
Rectus Apr 6, 2014 @ 8:45am 
I'm not sure, but it complains in console if there isn't any info_changelevel when it calculates nav flow. It doesn't seem to check if it goes to the next level though, so adding a dummy one should work.

There are some mods that might also cause the music to break, so check if running the game vanilla fixes it.
RainingMetal Apr 6, 2014 @ 9:20am 
Well, I made a dummy info_changelevel without a name, scripting, checkpoint, or anything. Simply marked the start as player_start and the end as checkpoint.

Still nothing. And I don't have mods that conflict with the music either.
Rectus Apr 6, 2014 @ 10:22am 
I made a quick map[www.dropbox.com] to test it. I had to put in a landmark for it to build the nav properly, and it didn't play any music with the Waterfront string, but it plays music for me with the Fairgrounds one.
RainingMetal Apr 6, 2014 @ 11:16am 
Well, thanks to following your example, I got it. Turns out I had to mark both the start and end points as "Checkpoint" in addition to the player start. Also had to get an escape route going, as well as the things you mentioned.
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Date Posted: Apr 6, 2014 @ 6:38am
Posts: 10