Staredit Network

Staredit Network -> UMS Assistance -> Music Doesnt Play Correctly
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-11 at 21:48:49
Problem: Music overlaps itself
Music plays horribly
yes i did use a tutorial for this
I used the looping music tutorial and the music just plays like 10 times per second
Plz help me
Heres the map
[attachmentid=21445]
Report, edit, etc...Posted by PCFredZ on 2006-10-11 at 22:07:12
You used P1 as the parameter in a condition of a trigger that runs for ALL the other human players as well. I think you need "Current Player" instead.

By the way, you should not use the Music tutorial as it is now because it is prone to problems with wait blocks.

Use death counts instead.
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-11 at 22:13:36
I used p1 as conditoin cause if you noticed, he is only one that can turn music on
o and plz give me a tutorial i can use because i dont know how to use death counts
Report, edit, etc...Posted by EcHo on 2006-10-11 at 23:48:45
Did you put any wait triggers?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-12 at 05:19:57
Click me.
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-12 at 08:52:46
QUOTE(GoldenKnight @ Oct 12 2006, 06:19 AM)
Click me.
[right][snapback]575526[/snapback][/right]

Yes i saw that post and i read those tutorials but i cant think of a way to adapt it into my map
Can anyone that is good with death counters look at my map, and tell me the exact triggers that i need
p1 is only person that can turn music on but he turns it on for everyone else
also, music should keep playing as long as player one keeps his civ on beacon
Report, edit, etc...Posted by Knx. on 2006-10-12 at 09:55:13
Are you using hypper triggers? You can't use Wait(ms); with them.
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-18 at 15:07:40
I haven't seen ur map yet but maybe its because u have a wait trigger in the same area as the computer with the hyper triggers. I never put any other triggers in the same locations as where the Hyper Triggers are located, seeing as to how it might ruin the Hyper Triggers. And you should use the Death Count Triggers, they are less of a pain.

ADDITION:
this is how i have trigger set up, i used death counts
Note: I have hyper triggers

Trigger
Description:
music trigger
Players:
¤ 1
¤ 2
¤ 3
¤ 4
¤ 5
¤ 6
Conditions:
¤ Music is Cleared
¤ Player 8 has suffered exacly 0 deaths of Music Switch
¤ Player 1 brings exactly 1 civilian to Play Music
Actions:
¤ Modify death counts for Player 8: Set to 85
¤ Play Wav
¤ Wait 1 Milisecond
¤ Preserve Trigger

Then i have 1 more trigger for player 8
Trigger
Players:
¤ 8
Conditions:
¤ Switch "Music" is set
Actions:
¤ Modify death count for player 8: remove 1 Music Switch
¤ Clear "music"
¤ Preserve trigger


the problem now is that the music only plays once..
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-18 at 15:14:10
Use a "set switch" action in the first trigger.
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-18 at 18:33:59
o whoops, it was there, i forgot to add to post
Report, edit, etc...Posted by Joshgt2 on 2006-10-18 at 19:23:51
I also tried using the deaths counters as well just like the tutorial stated... But for some reason no matter how much I changed the death counts by, the time from the end of my song to the beginning of the loop was still the same. I tried reseting my hyper triggers, like I have done in the past, and that has not worked for me. Here is the exact triggers that I am using with a music time of 27.88 seconds, which would come out to be (11.8x27.88) = 328.984 seconds.


Trigger
Description:
Trigger 1
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Mod death counts for current player. Add 1 to "Music On"
¤ Preserve Trigger


Trigger
Description:
Trigger 2
Players:
¤ Player 1
Conditions:
¤ Current player has suffered 329 deaths of "Music On"
Actions:
¤ Modify death counts for current player. Set to 0 for "Music On"
¤ Play "Music.wav"
¤ Preserve Trigger

I had also added this to my map since the music would not start when my map would begin.

Trigger
Description:
Starter Trigger
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Set deaths for current player. set to 329 for "Music On"

With this trigger, I got my music to start playing... but it won't loop! I even turned the deaths to 250 and the time didn't seem to change at all
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-19 at 03:02:14
Did you try using a different method of hyper triggers? Without them, 329 deaths would mean the music loops every 5 minutes and 29 seconds, plus the excess time and lag caused by game speed. Also, be sure to check that you aren't experiencing wait blocks -- that would mess up the music flow.
Report, edit, etc...Posted by Joshgt2 on 2006-10-19 at 13:59:26
The only triggers in my map is this music and 3x Hyper triggers. I havn't started the triggers due to I know how the music can be at times. My music is 27 some seconds long and it loops about 10 seconds after it ends no matter what.
Report, edit, etc...Posted by RJ_Fighter on 2006-10-19 at 14:57:29
I am having the same problem Josh is. My music will not loop, no matter what, while his loops after a long wait.
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-20 at 22:43:41
i managed to fix the looping problem but now i have a new one
it wont work with more than 1 human
like i was playing on b.net and guy left and music started
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-20 at 23:11:05
Again, be sure that:
-wait blocks aren't interfereing with the hyper triggers.
-all conditions are being met.
-the right players have the right triggers.

As for music looping, if you can't use death counters properly, then use the wait method:


QUOTE(Trigger @ for those that still don't get it)

Anti-Wait Block Method

Trigger 1:
Players:
-Human players that will listen to music
Conditions:
-Current player has suffered exactly 1 deaths of "Music On"
-(Optional) Current player has suffered exactly 0 deaths of "Music Off"
Actions:
-Preserve trigger
-Set to 0 deaths of "Music On"
-Play Music.WAV

Trigger 2:
Players:
-Computer with no waits, preferrably Player 8
Conditions:
-Switch "Music" is cleared.
Actions:
-Preserve trigger.
-Set Switch "Music Loop"
-Set to 1 deaths of "Music On" to "Human players that will listen to music"
-Wait x milliseconds
-Clear Switch "Music Loop"

Report, edit, etc...Posted by Nintendo_Confed on 2006-10-20 at 23:20:33
Dude, there needs to be a condition that says
"Player 1 bring civ to location"
The song needs to keep looping as long as player 1 has civ on the location
And i tried the wait method, it doesn't work.
Also, the death counts work, they work as long as player1 is the only one playing(exept comps)
ill post new version of map as soon as the server gets fixed (i've made lots of changes)

ADDITION:
Golden Knight, do you have an email so that I can send you the map and you can look at it for me?
Report, edit, etc...Posted by Mp)Blu on 2006-10-20 at 23:25:31
this is what i do to play my music
[set music]
Player:Computer PLayer
Condition:Player 1 brings 1 'unit' to 'location'
Action(1):Set 'switch:Music'
[music is set]
Player:Computer Player
Condition:Switch is set(Music)
Action:Play wav

i use this method with Hyper Triggers
Report, edit, etc...Posted by Joshgt2 on 2006-10-20 at 23:28:29
What about looping though?

QUOTE
Anti-Wait Block Method

Trigger 1:
Players:
-Human players that will listen to music
Conditions:
-Current player has suffered exactly 1 deaths of "Music On"
-(Optional) Current player has suffered exactly 0 deaths of "Music Off"
Actions:
-Preserve trigger
-Set to 0 deaths of "Music On"
-Play Music.WAV

Trigger 2:
Players:
-Computer with no waits, preferrably Player 8
Conditions:
-Switch "Music" is cleared.
Actions:
-Preserve trigger.
-Set Switch "Music Loop"
-Set to 1 deaths of "Music On" to "Human players that will listen to music"
-Wait x milliseconds
-Clear Switch "Music Loop"

I thought we shouldn't have waits in the triggers...
Report, edit, etc...Posted by xmrxsiegecopx on 2006-10-20 at 23:33:43
QUOTE(Joshgt2 @ Oct 20 2006, 08:28 PM)
What about looping though?
I thought we shouldn't have waits in the triggers...

[right][snapback]576771[/snapback][/right]

A player can run only 1 wait at a time before experiencing a phenomenom called a "wait block", which results in the latter triggers waiting for the former wait trigger to finish before they can run.
Report, edit, etc...Posted by Mp)Blu on 2006-10-20 at 23:38:42

Ok fixed
[set music]
Player:Computer PLayer
Condition:Player 1 brings 1 'unit' to 'location'
Action(1):Set 'switch:Music'
Action(2):Preserve
[music is set]
Player:Human Players
Condition:Switch is set(Music)
Action(1):Play wav
Action(2):Wait
Action(3)Preserve

i use this method with Hyper Triggers
[right][snapback]576770[/snapback][/right]
[/quote]

Report, edit, etc...Posted by Knx. on 2006-10-21 at 10:24:27
I'm sure I already posted it, SEN transfer might have deleted it:

If you use Hypper triggers, place it to a player that never use wait(), for example player 6


(Player 6 is a neutral unit and never use wait.


Trigger
Description:
Hypper
Players:
¤ Player 6
Conditions:
¤ Always();
Actions:
¤ Wait(0);
¤ Wait(0);
¤ ...
¤ PreseveTrigger();
¤ Comment("Hypper");




Trigger
Description:
Play
Players:
¤ Force1
Conditions:
¤ Always();
Actions:
¤ PlayWAV("music.wav");
¤ Wait(music_lenght);
¤ PreseveTrigger();
¤ Comment("Music");
Report, edit, etc...Posted by Joshgt2 on 2006-10-21 at 12:55:53
I try little as I can to let anything have waits in it. I will try out that way as well.
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