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Staredit Network -> UMS Assistance -> turning off and on music
Report, edit, etc...Posted by Kusion on 2004-09-13 at 07:08:42
how do you turn off and on music?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-13 at 09:45:51
by playing or not playing the wav.

consider switches.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-13 at 14:27:53
You can only turn off music to stop it playing again and such, and then restart it later, you cannot turn it off halfway through it, so if thats what you are asking it isn't possible...

For looping, and turning on and off do the following if you like

(For Player you want the sound heard by)
Conditions:
MusicOn is Set
Music is Set
Actions:
Play Wav.
Clear Music
Preserve Trigger

(For a Computer, or player with limited Waits)
Conditions:
MusicOn is Set
Music is Cleared
Actions:
Wait xxx milliseconds
Set Music
Preserve Trigger

Then if you want to stop it looping, just clear MusicOn, and maybe Music as well, and then you can set them again to start it up again.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-13 at 16:13:32
To bad that only works for one player.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-13 at 16:17:05
Sadly that is the case, to do it another way requires some clever techniques...such as repeating it for each player...and just placing it within another players spot as such...
Report, edit, etc...Posted by Mini Moose 2707 on 2004-09-13 at 16:43:09
Just replace the switches with death counters.

Force 1
Conditions:
MusicOn is Set
Current Player has suffered at least 1 deaths of unused unit.
Actions:
Play Wav.
Set Deaths for Current Player: Set to 0 for unused unit.
Set Deaths for Computer: Set to 0 for unused unit.
Preserve Trigger

(For a Computer, or player with limited Waits)
Conditions:
MusicOn is Set
Current Player has suffered at least 0 deaths of unused unit.
Actions:
Wait xxx milliseconds
Set Deaths for Force 1: Set to 1 for unused unit.
Set Deaths for Current Player: Set to 1 for unused unit.
Preserve Trigger

Or something like that. I never use music. tongue.gif
Report, edit, etc...Posted by General Azn on 2004-09-14 at 00:41:40
How does Death cause the music to stop?!?! Coko has the right idea.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-14 at 00:43:42
Death counter works like large-number-position switch.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-14 at 13:56:38
QUOTE(General Azn @ Sep 13 2004, 11:41 PM)
How does Death cause the music to stop?!?! Coko has the right idea.
[right][snapback]72791[/snapback][/right]


The death counters are acting as switches. The differance being is on death counter that indicates 'current player' can respond seperatly for each player who runs the trigger. When using switches the first player to run the play wav trigger will also clear the switch before the second player gets to hear it.
I'm personally a fan of putting a wait 0 action infront of the action that clears the switch. This allows the other players's triggers to fire before continueing the first one, thus allowing all players to hear the wav.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-14 at 15:26:27
Yeah, that is correct, mine is fine for a single player, there's work for all players involved with the Trigger, nice idea there! I play too much Single Player Campaigns!
Report, edit, etc...Posted by MindArchon on 2004-09-14 at 21:46:07
Actually.. it would be possible to pause it halfway through.. but not very useful.

Record the entire .wav file in 1 second pieces, so like

Song1s.wav
Song2.wav
.....
......
........

until youve recorded the entire song. Then play them all in one second waits.. then when someone stops, record the number they were on and save it to a death count. Then when they pause, check the song position and play it from there.
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