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how to use sound

10-05-2004, 02:34 PM#1
DarkFanatic
is this trigger correct:
i'm suspecting it is causing discs, but i'm not sure (fixed several other triggers as well)
Code:
Wasserfaelle
    Events
        Map initialization
    Conditions
    Actions
        Set TempPoint = (Center of Wasserfall 0 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 1 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 2 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 3 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 4 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 5 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 6 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 7 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 8 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Point - Remove TempPoint
        Sound - Set WaterWaterFallLoop1 <gen> distances to 0.00 minimum and 1000.00 maximum
        Sound - Set volume of WaterWaterFallLoop1 <gen> to 100.00%
        Trigger - Destroy (This trigger)
and if it is troublesome, how do i do it right? i want the waterfalls to play a looping waterfall sound, while you are in hearing range.
10-05-2004, 04:25 PM#2
duckduck
I don't think this will make the same effect as your trigger, but you can just do
Code:
Events:
 Map Initialization

Conditions:
 
Actions:
 Play WaterFallLoop.wav at (location){where you want the sound to be}
That should make it loop there.

Destroying the trigger would make the trigger just stop.
10-05-2004, 04:40 PM#3
oNdizZ
Quote:
Originally Posted by DarkFanatic
is this trigger correct:
i'm suspecting it is causing discs, but i'm not sure (fixed several other triggers as well)
Code:
Wasserfaelle
    Events
        Map initialization
    Conditions
    Actions
        Set TempPoint = (Center of Wasserfall 0 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 1 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 2 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 3 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 4 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 5 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 6 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 7 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Set TempPoint = (Center of Wasserfall 8 <gen>)
        Sound - Set position of WaterWaterFallLoop1 <gen> to TempPoint with Z offset 0.00
        Point - Remove TempPoint
        Sound - Set WaterWaterFallLoop1 <gen> distances to 0.00 minimum and 1000.00 maximum
        Sound - Set volume of WaterWaterFallLoop1 <gen> to 100.00%
        Trigger - Destroy (This trigger)
and if it is troublesome, how do i do it right? i want the waterfalls to play a looping waterfall sound, while you are in hearing range.


well, as far as i can see, there isn't any action which makes any sound ^^
and..
you can only set the TempPoint to one point, if you need more points, make it an array(easier) or use more variables.
I'm not really sure about what you want to do with this trigger, but ill add a map with a trigger for the waterfall sounds.

Edit: hmm, i know that i was to slow. duckduck was faster :D
10-05-2004, 05:51 PM#4
DarkFanatic
thx for the help, the tutorial map is good and looks nice :)
10-06-2004, 04:31 PM#5
oNdizZ
Quote:
Originally Posted by DarkFanatic
thx for the help, the tutorial map is good and looks nice :)


well i'm glad that you like it, but i'm not that happy for the bad reputation i got :/
10-06-2004, 04:50 PM#6
DarkFanatic
i gave you bad rep? i thought i checked "approve"! is there a way to change it to good rep?
10-06-2004, 05:33 PM#7
Dead-Inside
Yes, give him rep again, well, twice, and it's good.
10-06-2004, 06:07 PM#8
oNdizZ
Quote:
Originally Posted by Dead-Inside
Yes, give him rep again, well, twice, and it's good.


it's not that simple :/ draco has made it so that you can't give it to the same person twice in a row. you have to spread the point out on other people.

But anyway. I can always think at it as a good rep point :p

Edit: (some days later) THX again! (not you dead) one more bad rep from you who i helped....