QUOTE(Red2Blue @ Nov 30 2004, 10:52 PM)
Well basicly, there are only 2 effective methods of looping music...
first way was your "[Wait] Method"
the second way is your "Death Count Method"
which is basicly, really hard to do, and really pointless...
it relys on a counter, say Drones, and adds to that number until it reaches a "cap" number, which then it resets and starts again.. this cap it reaches mainly depends on how quickly your hyper trigger is...
the trigger would look like this:
<Death Play>
::Conditions::
[SuffersDeathsDrone=0]
---------------------------
[Play Wav]
[Set Deaths for player+1]
[Preserve Trigger]
<Death Count>
::Conditions::
[SuffersDeathsDrone at most 999]
------------------------------
::Actions::
[Set Deaths for player+1]
[Preserve Trigger]
<Death Cap>
[Suffers 1000 deaths of Drone]
---------------------------------
[Set Deaths for player=0]
[Preserve Trigger]
and thats it... pretty stupid, and you have to keep changing your cap death count until you find a loop....
its really unefficient and really really really really really really time consuming... just stick to "Sliced Waits" for music loops..
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QUOTE(Red2Blue @ Nov 30 2004, 11:01 PM)
Whats wrong with using waits?
read the other forum topic I just wrote it... I believe it was
[Wait xxx] Triggers................... something... its near the top... I show how to unstuck your waits...
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Oh its really pointless huh? I had respect for you before cause I thought you were actually kind of experienced. Guess i was wrong.
*Point 1: Hyper triggers always fire at the same rate. The only acceptation to this is if you used a wait larger than 84 milli seconds in the hyper trigger or you didn’t copy the hyper trigger enough and it ends way too soon.
*Point 2: Its not hard to time, hyper triggers cause triggers to fire 11.9 times per second. That is once every 84 milliseconds (the smallest increment of time for waits). 84 times 1000 loops is 84000 milli seconds or 1 minute and 24 seconds, I hope your not using wav loops that long.
*Point 3Its not really that time consuming. It uses like 2 triggers, bound obstacles are more time consuming to make than that.
Anyways you fail to see the entire purpose of using deaths instead of waits, as you stated specifically from your second post. Well just so you know only 1 wait can be active at any given moment for any one player. This means if your music loop trigger uses a 84 second wait then any other waits owned by that player have to wait 84 seconds before they can even think about running. Then since music loops are preserved it ties up that players waits up constantly throughout the whole game. The general method is to have a computer player run the wait, so the players don’t each have to wait it out.
Don’t get me wrong this method is perfectly fine BUT it takes up a players ability to run waits, if you don’t need to run waits for that player it is fine but for many maps they don’t have that benefit.
Edit: Read your other post, apparently know a little about waits.