Staredit Network

Staredit Network -> UMS Assistance -> Sound on Movement?
Report, edit, etc...Posted by FTR_ROCKO on 2004-09-19 at 18:52:56
I've played this map called: S.W.A.T. made by raging_raptor, and i found it interesting on how everytime the unit moves this wav file of footsteps starts to play, and when the unit stops, the file stops playing... I was wondering how was this person able to pull that off?
Report, edit, etc...Posted by BeeR_KeG on 2004-09-19 at 19:07:02
He prolly bases his trigger on a 1x1 location with no hyper triggers oni it. It's quite simple.


Trigger
Description:
Move sounds
Players:
¤ Player X
Conditions:
¤ Current Player controls 0 unit at location.
Actions:
¤ Play Wav
¤ Preserve Trigger



Trigger
Description:
Location movement
Players:
¤ Player X
Conditions:
¤ Always
Actions:
¤ Move location to follow unit
¤ Wait X milliseconds(Very low quantity)
¤ Preserve Triger


The trigger is very simple and works like this:

The unit has a very small location 1x1 around it. When the unit moves to any direction the game will detect that there is no unit at that location thus making it seem like the game detects when the unit moves.

When there is no unit in the location it means the unit started moving and the wav plays.

The Move location trigger is always working to ensure that it keeps on working.


I'm not sure on how to make it stop playingt the wav when the unit stops moving. I think that one way would be to play a wav that has silent sounds.
Report, edit, etc...Posted by ShadowBrood on 2004-09-19 at 19:11:15
sorry for off-topic, but HOW DARE YOU SAY RAGIN_RAPTOR MADE THAT! HE STOLE IT MATHRIX(u) MADE IT! ok im done and i just saw beer already said i was gonna say
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-19 at 19:11:57
It does it so the wav plays when it is not in the location and then it center the location in teh same trigger. if it doesn't move, the unit will be in the location and it won't play the wav.
Report, edit, etc...Posted by FTR_ROCKO on 2004-09-19 at 19:16:06
huh.gif ... sorry, i didnt know a (U) member made the map... i only have one swat map, and i saw raging_raptor... i just got the map yesterday...

and for the non-off topic reply by beer keg... that's what i thought the triggers was, but i couldnt stop the wav from playing also...
Report, edit, etc...Posted by ShadowBrood on 2004-09-19 at 19:18:04
use a null sound. go to sound rec and hit rec-stop fast. then use that to get it to stop
Report, edit, etc...Posted by x BakaPeter x on 2004-09-19 at 19:43:21
yes Raging_Raptor is an censored.gif. I thought the trigger went like this tho.
Condition:
Player brings exactly 0 unit to Location 1
Action:
Center Location Label Location 1 on unit owned by Current Player
Play Wav
Preservetrigger

1x1 Location.
Report, edit, etc...Posted by CheeZe on 2004-09-19 at 19:45:26
yes that would work, ignore beer. he is drunk happy.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-09-19 at 19:46:40
Wtf Cheeze...?
I said exactly what xbakapeterx said, but more detailed.
Report, edit, etc...Posted by CheeZe on 2004-09-19 at 19:47:40
no you didn't, you used 2triggers and had a problem

happy.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-09-19 at 20:24:26
What problem?

I used 2 triggers because you migth want to use another trigger with move location.
Report, edit, etc...Posted by CheeZe on 2004-09-19 at 21:00:56
QUOTE
I'm not sure on how to make it stop playingt the wav when the unit stops moving. I think that one way would be to play a wav that has silent sounds.


sounds like a problem tongue.gif

anyway, yours is inaccurate because it doesn't always work. the other version ALWAYS works because it can only fire when the unit walks ^_^
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-19 at 23:19:16
I have to agree with xbakapeterx on this one.

Beer Keg's trigger just adds unnecessary stuff for a negative effect on the performance.
Report, edit, etc...Posted by ETEFT on 2004-09-19 at 23:36:48
QUOTE(FTR_ROCKO @ Sep 19 2004, 05:52 PM)
I've played this map called: S.W.A.T. made by raging_raptor, and i found it interesting on how everytime the unit moves this wav file of footsteps starts to play, and when the unit stops, the file stops playing... I was wondering how was this person able to pull that off?
[right][snapback]75833[/snapback][/right]


follow xbakapeterx trig, and yes Raging_Raptor stole S.W.A.T. from MaThRiX(U) pinch.gif
Report, edit, etc...Posted by Vindexus on 2004-09-20 at 01:02:22
Shouldn't the trigger be like this to avoid overlapping sounds? If they exist that is... I can't remember if sounds overlap in SC

Trigger
Players:
¤ P1
Conditions:
¤ Bring exactly 0 men to P1 Guy
Actions:
¤ Move location P1 Guy on SWAT owned by Current Player
¤ Play Wav Steps
¤ Wait (length of wav file)
¤ Preserve Trigger
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-20 at 01:15:42
If your using a footstep wav that is that long you have more issues you need to work on.

Besides if your footstep had a echo isn't it still possable for you to take another step before the echo disapates.
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