Staredit Network

Staredit Network -> UMS Assistance -> Music Trigger Issues...
Report, edit, etc...Posted by FlareonFurry on 2006-11-11 at 04:58:22
So yeah, I'm working on a bound, and have different portions of it set to different parts of the same song...
When I switch from one wav file loop to another, they overlap in a most unharmonious way, and then pause for a full loop before resuming.
I can't rapidshare my map...the unlimited upload server finally ran out of space, and it's beyond the 5 megabyte attachment limit...

Here's how I have my music Triggers set up:

Music Loop
Conditions:
Bring(P2, atleast, 1, anyunit, "music on");
Switch(Switch 250, set);

Actions:
PlayWAV("Utop1.wav");
Wait(5650);
Preservetrigger();

Music Switch
Conditions:
Bring(Force1, atleast, 1, anyunit, 01-02-Respawn);

Actions:
SetSwitch(Switch 250, Clear);
SetSwitch(Switch 251, Set);


Am I missing something?
Report, edit, etc...Posted by PCFredZ on 2006-11-11 at 11:08:33
Look over your Music Switch trigger and ask yourself what you were trying to do.
Report, edit, etc...Posted by SomeIdiotNerd on 2006-11-11 at 15:24:31
i don't quite understand how you want your map to work but from what i see, you never cleared switch 250 and you never set switch 251, and you added a preserve trigger...therefore your music overlapped because you still had the same conditions effecting the music loop trigger.
Report, edit, etc...Posted by FlareonFurry on 2006-11-13 at 18:24:36
Music loop 2 is prettymuch identical to music loop 1, with switch 251 being the condition instead...
With the hypertriggers I have set up, when the switch between the loops activates, the first should finish playing as it's wait plays out, then the second should run. This isn't happening...instead they overlap and the first plays again by itself, then the second starts, and goes into a working loop...
Report, edit, etc...Posted by fritfrat(U) on 2006-11-13 at 18:59:16
QUOTE
Music Loop
Conditions:
Bring(P2, atleast, 1, anyunit, "music on");
Switch(Switch 250, set);

Actions:
PlayWAV("Utop1.wav");
Switch(Switch 249, Clear);
Wait(5650);
Switch (Switch 249, Set);
Preservetrigger();

Music Switch
Conditions:
Bring(Force1, atleast, 1, anyunit, 01-02-Respawn);
Switch(Switch 249, set)

Actions:
SetSwitch(Switch 250, Clear);
SetSwitch(Switch 251, Set);


That should work. You may want to make it so once force 1 brings atleast 1 any unit to 01-02-Respawn that it sets switch 248, then replace "Switch(Switch 248, Set)" as the first condition in the second trigger. This makes it so if they have moved out of the location by the time the song finishes the song still switches.

And, of course, 249 and 248 are just examples I thought up; use whatever you like.
Report, edit, etc...Posted by FlareonFurry on 2006-11-13 at 19:07:01
You can't run a zergling through a 4x4 square in the time it takes for my hypers to register that you're in it happy.gif
I'd post the map, but the uncompressed wav files are over the file size limit sad.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-11-13 at 19:15:25
You don't need to post the map, wait blocks were causing the problem. What I proposed gets around that problem.

And I'd recommend using the additional trigger and switch if the zergling can run through the square in the time that it takes for the entire wav to play. If there is no zergling in the square when the first wav finishes playing, it will continue playing the first instead of switching to the second.
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