| 05-29-2006, 05:25 PM | #2 |
Put the play sound action into the "timer expires" trigger, and you got it. I would properly set the timer to a bit less (like 4-5 sec). But that would make it first to trigger after those seconds.. If you don't get what I'm saying, I'll make a map with it :) Btw. Do you know that if you just create a timer array, then if you start the [2], [3], [4...] they will simply not start. - Soultaker |
| 05-29-2006, 07:22 PM | #3 |
Ok I think I sort of follow. Change start timer, to run (reset timer) trigger? How can I stop it playing the sound, wait a bit then play the sound? |
| 05-29-2006, 08:04 PM | #4 |
How about storing the sound you play in a variable, and each time you are going to play a sound, stop whichever sound was last played (the one in the variable) then set the variable to your new sound (which you then play). |
| 05-29-2006, 08:12 PM | #5 |
Well, now I submitted the map :) The thing is, that when I started created those 10 different timers, I thought.. what the heck? Why not just use integers? If you then set "Cooldown" to 1 in the MultiKills2 trigger, then it will not show both double and triple kill if you killed em at the same time. I sat it to 2, so you just have a bit of time for killing the next one. The old timers (fixed) are the ones disabled. Remember that you can't hear anything untill you imported the sounds and initialized them. If you need some help with it, just ask again =) - Soultaker |
| 05-29-2006, 11:19 PM | #6 |
Ok I tested it quite a few times. 1 problem - It plays the sounds the wrong way round- e.g. triple kill then double kill. apart from that seemed good :-) I added the sounds |
| 05-30-2006, 01:55 PM | #7 | |
Quote:
I don't have that problem.. So it's hard for me to fix it :P Here's the system again, I optimized the code a bit and removed some units, so you only kill 2. If you run the map still get "Triple Kill", I have no idea what to do :) You might just change number 2 and number 3.. But see if someone else also has that bug first. - Soultaker |
| 05-30-2006, 03:53 PM | #8 |
Ah, yes it works very nicely, I tried both methods of triggers both work :-) Thx for your help :-) However it doesnt quite do how I wanted it, (sorry dont mean to be rude). Its meant to be, You kill 1 hero: Nothing You kill 2 heroes: Double Kill then if.. You kill (A 3rd) hero: Tripple Kill then if.. You kill (A 4th) hero: Mega kill So you get the sounds after each other, so long you keep killing within the time limit. Currently it waits, then plays sound, then RESETS the kills? Its meant to continue. That was why I had the problem of sounds overlapping and not being played clearly/smoothly in sync after each other. ----- So after each kill, it plays sounds, then gives you a time limit to kill again to play next sound, keeps repeating. If you run out of time, it resets back from the start. Youve already helped me alot, so I understand if you just wanna leave it. |
| 05-30-2006, 04:31 PM | #9 |
That's how I first thought of it too, but I got the idea that wasn't the way you wanted it :) Anyways.. I got an idea how to make it... I might start at it today, maybe tomorrow.. you'll find out ;) - Soultaker Btw. Is this meant for one player or should I make it for 8-10? |
| 05-30-2006, 04:33 PM | #10 |
its meant to be for a 12player AoS :-) 3 teams Therefore the maximum kills possible would be 8, in 1 go. Ill need to add a nother sounds or 2 hehe. |
| 05-31-2006, 01:18 PM | #11 |
Weird.. I thought I already has posted it? o.O Anyways, I totally reworked the system :) It now requires a bit more variables, but I hope that's okay. Also, at the same time I deleted the old one with the timers, as that isn't going to work anymore. I'm pretty pleased with the system myself, might use it in one of my maps :D The only little thing I would change would be the speed of the sounds, but then you would have to reimport them and stuff like that, that's your choice :) - Soultaker |
| 06-02-2006, 06:31 PM | #12 |
Sorry for making a double post, but this was the easiest way to send the new version to Fulla. It's because that Fulla found a bug in it, which he sended to me in a pm. Everybody that wants to use this, should use the new version. Also, please give credits to me :) - Soultaker |
| 06-02-2006, 06:44 PM | #13 |
Just to let you know Fulla, 12 player AoS' are fine and dandy, but 3 teams? There are only two neutral players I've seen work for creeps, neutral victim and neutral enemy. Neutral hostile/passive seem to have hardwired artificial intelligence or whatnot preventing them from listening. You might want to reconsider that 3 team thingie. |
| 06-04-2006, 06:32 PM | #14 |
Ive already set it up :-) Seems to work fine (4v4v4) Ill check out the sounds system "dl'ing" |
