If it is a 2 minute song.
Set it up like so:
Conditions:
Always
(Or whichever conditions you would like)
Actions:
Play Wav
Wait (if it is 2 minutes that is 120 sconds) and eaxh second in SC = 1000 milliseconds. SSSSOOOOO.... you would wait for 12,000 milliseconds.
Preserve the trigger.
It should look like this.
Conditions:
Always
Actions:
Play wav (FILE NAME OF WAV)
Wait for 12000 milliseconds
preservetrigger
QUOTE(l)ark2004 @ May 19 2005, 11:41 PM)
If it is a 2 minute song.
Set it up like so:
Conditions:
Always
(Or whichever conditions you would like)
Actions:
Play Wav
Wait (if it is 2 minutes that is 120 sconds) and eaxh second in SC = 1000 milliseconds. SSSSOOOOO.... you would wait for 12,000 milliseconds.
Preserve the trigger.
It should look like this.
Conditions:
Always
Actions:
Play wav (FILE NAME OF WAV)
Wait for 12000 milliseconds
preservetrigger
Your math is wrong. 120 * 1000 = 120,000 Milliseconds.
There are other ways of doing like using death counters.
here is one
Trigger 1
Conditions
-always
Actions
-Set resource for current player, add 1 for minerals/ore
-Preserve Trigger
Trigger 2
Conditions
-Player accumulates at least (120,000) minerals,
Actions
-Play (wav)
-Set resource for current palyer, set to 0 for minerals/ore
-Preserve Trigger.
This only is true if your using hyper triggers.
If you dont' know about that, go look in the tutorial sections.
Without hyper triggers,
it checks triggers completely every approximately 2 seconds,
therefore, adding minerals every 2 seconds.
so, for it to work without hypers, simply
divide the length of the music by 2.
so 2 minutes=120 seconds
120/2 = 60.
so in the conditions, you would write
Trigger 2
Conditions
-player accumulates at least 60 minerals/ore
Actions
-Play (wav)
-set resources for current player, set to 0
-Preserve Trigger
[/U][/I]