Staredit Network

Staredit Network -> UMS Assistance -> Big questions for my map
Report, edit, etc...Posted by Dr.Shotgun on 2005-03-29 at 10:56:43
How can you make transmissions/ conversations with sound and waits while the music is still playing? I need some help. Also, can you silence installation door and unit sounds? I have seen this done but dont know how. Another last thing is how to do lights off triggers, I am going to have a flickering lights effect.
helpsmilie.gif helpsmilie.gif helpsmilie.gif
confused.gif confused.gif confused.gif

Progress
[progress]5[/progress]
Report, edit, etc...Posted by DT_Battlekruser on 2005-03-29 at 11:13:15
I'm not sure what you mean about the transmission. You can play multiple sounds at the same time, they just stack over eachother.

To do lights on and off triggers, have all players disable vision to the player to turn lights 'off'. Use the action RUN AI SCRIPT: TURN ALLIED VISION OFF...

Also see these tutorials:
http://www.staredit.net/index.php?tutorial=64
Report, edit, etc...Posted by KingOfIkana on 2005-03-29 at 11:50:06
I think you can stop unit sounds by useing the trigger
Conditions: always

Actions: mute unit speech

im not sure about the installation doors though.
Report, edit, etc...Posted by Dr.Shotgun on 2005-03-29 at 12:33:46
What i mean about transmissions is since looping musci involves wait, vno other waits can occur, so how do you run dialogue like so

play info.wav (a short bleep)
display text
wait x milliseconds
play info.wav
diplay text
wait x milliseconds

so on and so forth

now my trig is like the 1 at campaigncreations but still doesnt work right, transmissions work but itz not looping
Report, edit, etc...Posted by greenreaper on 2005-03-29 at 14:23:50
You don't actually 'make' a simulated transmission trigger as in :

Actions
Display Text Message "Blah"
Play sound "blah"

You actually USE the trigger CALLED transmission. Anyways...the .wav file for the 'background music' has to be owned by the player that you want to hear the music for. Since there is a long ass wait to loop music...try using deathcounts to loop music. About 10-12 deathcounts equals one second.
Report, edit, etc...Posted by Alex Lifeson on 2005-03-29 at 15:39:49
QUOTE
About 10-12 deathcounts equals one second.

If you use hypers.
I find death counts are the best, and hypertrigs are the best way to go.
Honestly, not many people use waits for the more average-to-advanced maps. For hypertriggers, this is how you would go:


Trigger
Description:
Hyperized
Players:
¤ Player One
Conditions:
¤ Always
Actions:
¤ Wait for 0 milliseconds.
¤ Repeat above as far as possible.
¤ Preserve Trigger


Copy this about, oh say, 5 times. That should do it.
For speech, use the trigger called Transmission. It will ask what unit will say the transmission at what location, for how long, what .wav sound to play, and the text.
Report, edit, etc...Posted by LordVodka on 2005-03-29 at 19:05:10
to make all the little sounds of any unit like doors and krap, use the trigger "Mute All Non-Trigger Sounds" or summin' like that. Or Ctrl+S, but that defeats the whole purpose of the music ^_^
Report, edit, etc...Posted by Dr.Shotgun on 2005-03-30 at 10:47:20
OK, i have music down. The trig for loop uses a neutral comp player with no blockings to take the waits
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