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Staredit Network -> UMS Assistance -> music in maps
Report, edit, etc...Posted by x BakaPeter x on 2004-09-27 at 21:31:05
you know on some maps like bounds rpgs there is a music constantlying going on. how do you make it so that the music doesnt interfere with the waits in the game. cuz i use the trigger.

Trigger
Description:
Players
Conditions:
¤ Always
Actions:
¤ PlayWav(Music that lasts 30 seconds)
¤ wait 30000
¤ preservetrigger

the problem with that is it makes my other triggers slower and doesnt work very well. can you guys give me some sort of counter for that?
Report, edit, etc...Posted by Cobra on 2004-09-27 at 21:37:30
Set the music for "force 1" and do other triggers for "players"
Report, edit, etc...Posted by x BakaPeter x on 2004-09-27 at 21:50:20
k thnx
Report, edit, etc...Posted by Cobra on 2004-09-27 at 21:55:48
I'm not exactly sure it will work, never tried it. But it seems reasonable
Report, edit, etc...Posted by Yoshi da Sniper on 2004-09-27 at 22:07:55
Its better if you make another player do the wait, and then set a switch which plays the sound for all players.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-28 at 13:47:04
Wavs do not interfer with waits, other waits do.
Report, edit, etc...Posted by ETEFT on 2004-09-28 at 14:06:02
The trig's I use are as follow:


Trigger
Description:
Music Loop #1
Players:
¤ Players you want the music to hear
Conditions:
¤ Always
Actions:
¤ Modify score for current player: Add 1 Razings.
¤ preserve trigger.



Trigger
Description:
Music Loop #2
Players:
¤ Players you want the music to hear
Conditions:
¤ Current player razings score is atleast (seconds of music) ex: wav = 5 sec's you put = 44 razing's so it can loop properly.
Actions:
¤ play 'wav'
¤ Modify score for current player: set to 0 Razings.
¤ preserve trigger


although there are many other way's to make this trig work w/o wait time this way seems the best for me.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-28 at 14:20:01
Razings = poor choice.

For more than one player do the following

::Triggers::

Player(Humans)
Conditions:
Current Player has suffered exactly 1 Death of 'Unused Unit 1'
Actions:
Play Wav
Set Death for 'Unused Unit 1' for Current Player to 0
Preserve Trigger

Player([Unused Trigger Area[IE NO WAITS]])
Conditions:
Current Player has suffered exactly 0 Death of 'Unused Unit 1'
Actions:
Wait XXX milliseconds
Set Death for 'Unused Unit 1' for Current Player to 1
Preserve Trigger
Report, edit, etc...Posted by ETEFT on 2004-09-28 at 15:04:34
QUOTE(Coko @ Sep 28 2004, 01:20 PM)
Razings = poor choice.
[right][snapback]80229[/snapback][/right]


As I said, there are more than one choice to choose from, but yes death of a critter or an unused unit works as well.
Report, edit, etc...Posted by illusion(SS) on 2004-09-28 at 18:43:25
you could also make a long platform then put a templar in it, you have to do a little exparamenting, but make it so when it gets to the end it plas the song again, that way there is no waits.
Report, edit, etc...Posted by Kingra on 2004-09-28 at 19:00:49
Hmm, Illusion's idea sounds kind of bad. Someone needs to test it.
Go with DT's triggers.
Report, edit, etc...Posted by Omega_Ninja on 2004-09-28 at 19:05:11
Well you can always have no waits at all but thats the easy way out.
maybe a hyper trigger will work...
Report, edit, etc...Posted by Xeno on 2004-09-28 at 19:18:18
[CENTER]Set up a group of triggers similar to this:

Trigger
Players:
¤ Computer Player
Conditions:
¤ Computer Player Accumulates Exactly 0 Minerals
Actions:
¤ Wait for 1 milliseconds.
¤ Modify Resources for Computer Player: (Any Number that works)
¤ Preserve Trigger


Trigger
Players:
¤ Computer Player
Conditions:
¤ Computer Player Accumulates At Least 1 Minerals
Actions:
¤ Modify Resources for Computer Player: Remove 1 minerals
¤ Preserve Trigger


Trigger
Players:
¤ Computer Player
Conditions:
¤ Computer Player Accumulates Exactly 0 Minerals
Actions:
¤ Set P1 LOOP
¤ (One for all players)
¤ Perserve Trigger


Make one of these for each player.

Trigger
Players:
¤ Human Players
Conditions:
¤ P1 LOOP is Set
Actions:
¤ Clear P1 LOOP
¤ Play WAV
¤ Perserve Trigger


Also I belive you need hyper triggers for this one.[/CENTER]
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-29 at 12:23:15
Although that works Xeno you made it more diffucult than it needs to be.

Trigger
Players:
¤ Comp Player
Conditions:
¤ Switch Wav 1 is clear
Actions:
¤ Set Wav 1
¤ Wait X (leanth of wav)
¤ Preserve Trigger


Trigger
Players:
¤ Human Players you want to hear wav
Conditions:
¤ Switch Wav 1 is Set
Actions:
¤ Play Music Loop
¤ wait 0
¤ Clear switch Music Loop
¤ Preserve Trigger


of course there are tons of working ways to do it this is what i normaly do.
PS. Never make a switch to run for each of the players, just use a death counter. You can have the trigger shared by the humans by using "current player" and when you want to set them all at once you can indicate the force. You could do that in my trigger too of course.
Report, edit, etc...Posted by Drakiel on 2004-09-30 at 03:18:04
Many people are saying use WAIT triggers within the process.
I always thought wait triggers halt other triggers.
Therefore multiple waits = laggy triggers.

I think someone else up there said Wait at unused area? or something?
In order to make it not interfere.

How does this work?
I NEVER use wait in ANY of my maps, I just preserve add 1 gas, or something.

THANKS!
-Drakiel
Report, edit, etc...Posted by Kingra on 2004-10-02 at 19:48:32
By the way, don't put -Drakiel in there everytime. Just get a sig. wink.gif
Report, edit, etc...Posted by Kow on 2004-10-03 at 08:54:23
If all the players have wait, you could a steady unit, such as a reaver, and order it to move across the map. When it gets to the end, play the wav and move to the start. Preserve...

Ill see if i can make a map about it... i probably need to redl all of the utilities...

i thought i had it... could someone check my triggers?

of course im jsut doing this instead of going around the map... that would work tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-03 at 13:44:14
QUOTE(Drakiel @ Sep 30 2004, 02:18 AM)
Many people are saying use WAIT triggers within the process.
I always thought wait triggers halt other triggers.
Therefore multiple waits = laggy triggers.

I think someone else up there said Wait at unused area?  or something?
In order to make it not interfere.

How does this work?
I NEVER use wait in ANY of my maps, I just preserve add 1 gas, or something.

THANKS!
-Drakiel
[right][snapback]80931[/snapback][/right]


Yeah wait triggers can cause a unexpected slow down. Each of the 8 players can exicute a wait simontainously. But if another trigger runs during the time that wait is being ran, any other waits controled by the same player must wait for the original one to finish before it can start. This is called a wait block, wait blocks do not happen between two players only within one of them.

Its alright to use waits as long as your aware of what waits you have going on. Generally any really long wait (longer than 2 seconds) shouldn't be just thrown in lightly. You must first consider the time it will run and figure out if another wait might start after it, and if it does will it be a problem if it waits the extra 2 seconds.

Then of course there is the music problem that everyone notices, when a long wait is preserved and 'always fireing' Then it gives little time for other waits to run thus slowing down all the other triggers with waits in it controled by the same player. The solution people commonly come up with is to basicly combine all the human players waits and have a computer wait it out instead. As long as the computer player doesn't run waits then it will be fine and the rest of the human players can run waits normaly.

Then of course you got to worry about the change on trigger order waits cause but thats for a whole other day lol.
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