Staredit Network

Staredit Network -> UMS Assistance -> Music Loop
Report, edit, etc...Posted by Stardog on 2004-07-24 at 18:10:13
I haven't worked with the editor in a while, but I know there is a way to fix this. I have a trigger that loops the ambient sound wave in the background, but when I do something, such as open a door, the wait triggers interfere with one another.

My music loop trigger is the following:

Condition:
Always

Action:
Play [Wave File]
Wait [17250] Miliseconds
Preserve Trigger

But when I do something such as open a door, I have to wait for the 17250 miliseconds to go off before the wait trigger on the door goes off. Is there anyway for the wait triggers to NOT interfere with one another?
Report, edit, etc...Posted by ShadowSnipe4 on 2004-07-24 at 18:12:10
Try making the music wait part owned by a player that has no wait triggers then that activates a switch to replay the music for the current player biggrin.gif .
Report, edit, etc...Posted by Felagund on 2004-07-24 at 18:16:40
Why do you use wait triggers for doors? Depending on whatever the conditions are you could have something like this:

Conditions: Whatever
Actions: Disable doodad status for door at location X

I don't understand why you use wait triggers for doors in the first place.
Report, edit, etc...Posted by CheeZe on 2004-07-24 at 18:21:27
QUOTE
Mapping Skill: Advanced

*cough*

dont' argue, he's obviously better than you.



[no offense if taken]
Report, edit, etc...Posted by PodFedJay on 2004-07-24 at 18:23:22
LMAO Cheeze.

Since he is advanced he doesnt; need help, right?>
Report, edit, etc...Posted by ShadowSnipe4 on 2004-07-24 at 18:24:18
QUOTE
Mapping Skill: Advanced

*cough*

dont' argue, he's obviously better than you.



Lol I didn't notice until you said something cheese
Report, edit, etc...Posted by Moogle on 2004-07-24 at 18:32:20
Pretty logical and simple:

condtions:
- Player X has suffered exaclty X Deaths of unit

actions:
- Play wave
- modify death counts for player: set to X unit
- Preserve trigger

give this to player without waits:

conditions:
- Player X has suffered exaclty x deaths of unit

actions:
- wait X
- modify death counts for player: set to X unit
- Preserve trigger

Any problems doing this just reply n i'll get msg back soon as i can unless someone else helps.
Report, edit, etc...Posted by Stardog on 2004-07-24 at 20:31:16
QUOTE(ShadowSnipe4 @ Jul 24 2004, 05:24 PM)
QUOTE

Mapping Skill: Advanced

*cough*

dont' argue, he's obviously better than you.



Lol I didn't notice until you said something cheese

I haven't worked with the editor in about a year, there is a thing or two I forgot but mostly I remember everything.

The doors in the map need access keys, and you slide in the key. Then there is a wait trigger for it to process everything then it opens. A very cool effect when done right.

Moogle: I'll try that, thank you.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 21:39:23
QUOTE
Try making the music wait part owned by a player that has no wait triggers then that activates a switch to replay the music for the current player


Umm, this should work just fine... blink.gif
Report, edit, etc...Posted by Reever on 2004-07-24 at 22:25:32
To many peopel sya they advanced if your not advaced tkae itofff I mean I think Mog is advanced but his is at average and he just helpedsome one with a trigger I knew and im ont close to anvaced and making a bound isnt advanced create kill create killl
Report, edit, etc...Posted by linux_junkie on 2004-07-25 at 19:45:19
I don't know about you guys, but I honestly can't stand seeing looped music in maps, and I think it should generally be discouraged. You make a map with the intention of getting others to play it, right? Well, you can't possibly assume everyone will like your taste in music. In fact, it's safe to say that, more than likely, at least half the people who play your map will not like the music. And if the music is particularly intrusive, then people have the option of either turning off sound, not playing the map, or hunting for some off switch tossed in the map. I don't know about you, but I typically don't play maps if they have looped music. Even if you do include an off switch for the music in the map, it's still an inconvenience, especially in a fast-paced and hectic environment. For example, the new sunken d map that is growing in popularity has looped music. It's obnoxious, and there's already a number of edited versions that have stripped the music out. Hence, you'll either lose potential fans of your map by including looped music, or get it edited by strangers on bnet, who will typically stick there name in their as well, possibly robbing you of all credit. If anyone thinks that I'm in anyway bad-mouthing those who include music, I'm not. I'm just trying to say that you make maps with the intention of appealing to the masses. So why add anything that can only hurt your map's success? Just something to think about, I guess.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-25 at 19:54:53
Music is intened to set the mood for the map, just like the rest of the wavs. Many maps such as bounds or defence maps don't really need to have a specific mood set so Yes I agree it is a waist. Also many/most people have no since of the correct wav to use, take all the simpsons and south park quotes for an example.

However I have never had anyone complain about the music in Hoth (not that i can think of) and i know no one goes around jamming to it. Also you don't hear people talking about how the music sucks in Tuxcedos A&O preview map. Its kind of like movies, how lame would movies be if the director never put music in them because a bunch of people might not like song.
Report, edit, etc...Posted by Stardog on 2004-07-25 at 22:17:43
QUOTE(linux_junkie @ Jul 25 2004, 06:45 PM)
I don't know about you guys, but I honestly can't stand seeing looped music in maps, and I think it should generally be discouraged.  You make a map with the intention of getting others to play it, right?  Well, you can't possibly assume everyone will like your taste in music.  In fact, it's safe to say that, more than likely, at least half the people who play your map will not like the music.  And if the music is particularly intrusive, then people have the option of either turning off sound, not playing the map, or hunting for some off switch tossed in the map.  I don't know about you, but I typically don't play maps if they have looped music.  Even if you do include an off switch for the music in the map, it's still an inconvenience, especially in a fast-paced and hectic environment.  For example, the new sunken d map that is growing in popularity has looped music.  It's obnoxious, and there's already a number of edited versions that have stripped the music out.  Hence, you'll either lose potential fans of your map by including looped music, or get it edited by strangers on bnet, who will typically stick there name in their as well, possibly robbing you of all credit.  If anyone thinks that I'm in anyway bad-mouthing those who include music, I'm not.  I'm just trying to say that you make maps with the intention of appealing to the masses.  So why add anything that can only hurt your map's success?  Just something to think about, I guess.

I understand your arguement, but the map I use doesn't loop music, but more of an Ambient Background. That way you have the enviromental feel of the ship hull being old and rusty, and obviously damaged in some way. While, for example, "Wiggle Bound!" could easily annoy people with a guy singing "Wiggle Wiggle! Biatch!"

Though, if you want a large audience to play your map over Battle.net, I also would discourage music. It slows the download greatly, and a big percentage of players on Battle.net have Mp3 Players in the background, while if you're making a larger map for a party of three friends to play, then the music in my opinion should be encouraged, if it fits appropriately.
Report, edit, etc...Posted by DemonicDragon on 2004-07-26 at 12:05:10
I find that creating a small area and using 4 trigs for each player is the best way to control the music... of course each player cannot have another wait action, but that's the only downfall...

These are all owned by a player, the reason I separated the wait time from the play wav was to save it from problems arising from constant toggling of music.
Trigger #1: Standard Play Wav, Set Switch, Repeat deal with an added bonus... the condition checks for the "Music On" Unit.
Trigger #2: The Standard Wait, Clear Switch deal.
Trigger #3: Bring X unit to X loc, exchange Music Off unit with Music On unit.
Trigger #4: Reverse Trig 3.

very simple... now all players can control the bgm, be it an ambience or w/e. But, as stated before, the player lacks any and all wait commands (which is why you thank the lord for computer/neutral players)
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