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Staredit Network -> UMS Assistance -> Musical Cutscenes and such
Report, edit, etc...Posted by Golden-Fist on 2005-12-29 at 21:15:02
Yeah so on the FFX map I decided i'll still do music, so don't ask "DINT U QUK?!1e1"
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Question:
So in the FFX map I'm adding music to the game. With all my tests to see if the music acutally works in SC i've been using game play seconds trigger. Which obviously, won't work in the game.
So I thought about using wait triggers and I remebered that bit me in the ass before, so that any text that was suppose to happen with music going on would pause until the next music wav started, which made dialouge really werid. So I need a way where I can play music in the backround. So what's a system I could use?
Report, edit, etc...Posted by KiLLeR2001 on 2005-12-29 at 21:16:43
DINT U QUK?!1e1


ps. death counts are ur friend
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-29 at 21:20:38
QUOTE
"DINT U QUK?!1e1"


lol wtf?!?! anyways yeah a deathcounter would probally be your best bet for making this work right
Report, edit, etc...Posted by Devil_O_Duce on 2005-12-29 at 21:38:41
QUOTE(Insane @ Dec 29 2005, 08:20 PM)
lol wtf?!?! anyways yeah a deathcounter would probally be your best bet for making this work right
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3 things.....


1. time it by counting the seconds in game
2. hyper triggers
3. play it on b.net

do all this and it should work
Report, edit, etc...Posted by PCFredZ on 2005-12-29 at 21:42:14
Waits aren't bad if you have no others running.
Report, edit, etc...Posted by M_s4 on 2005-12-30 at 00:19:35
Erm... waits, you know, they stack? Just saying happy.gif
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 00:46:19
Not if you do them right and make sure only 1 wait action runs for a player at a time.
Report, edit, etc...Posted by PCFredZ on 2005-12-30 at 10:58:32
QUOTE(Golden-Fist @ Dec 30 2005, 10:54 AM)
The problem with that the music would be playing in the backround and start the next line of music every 10 seconds and the characaters could be talking and their line could be there for 3-10 seconds, which would screw stuff up.
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Use death counts to time speech.
Report, edit, etc...Posted by Devil_O_Duce on 2005-12-30 at 13:05:47
no use hypertriggers with deaths andit will run smoother
Report, edit, etc...Posted by Golden-Fist on 2005-12-30 at 13:29:34
F*CK
I accidently deleted my post went I ment to post another one -.-
well here's what I was going to say:
QUOTE
As for the death counters thing I don't really know how to use them all that well

I know how to change a death counter to 1 or something, but that's it. I don't know how to make it activate something.
Report, edit, etc...Posted by greenreaper on 2005-12-31 at 05:30:05
Death counters are fairly simple to use. With deathcounts, you can either add, subtract, or setto. You basically do something along the lines of:

CONDITIONS
-always

Actions
-add 1 death to unit
-preserve trigger

Every 12 deaths is ABOUT 1 second....so if you had music playing for 5 seconds, you would make ANOTHER trigger with a condition saying "If deaths of "unit" is "60", then do actions.
Report, edit, etc...Posted by PCFredZ on 2005-12-31 at 13:06:20
QUOTE(greenreaper @ Dec 31 2005, 05:30 AM)
Death counters are fairly simple to use.  With deathcounts, you can either add, subtract, or setto.  You basically do something along the lines of:

CONDITIONS
-always

Actions
-add 1 death to unit
-preserve trigger

Every 12 deaths is ABOUT 1 second....so  if you had music playing for 5 seconds, you would make ANOTHER trigger with a condition saying "If deaths of "unit" is "60", then do actions.
[right][snapback]394789[/snapback][/right]

With Hyper Triggers (3 or more), each trigger loops 11.8 times per second.
Report, edit, etc...Posted by Raindodger on 2005-12-31 at 23:28:46
You'd make it like this. For a wait --> deathcounter trigger. According to 12 deaths = 1 second.

If you wanted it to be like wait 5 seconds. You'd need 2 triggers.

Conditions

-W/e you want

Actions

-Set deaths of 'unit1' to 60.
-------------------------------------------------------------------------
Other Trigger

Conditions
-Always

Action
-Subtract 1 death of 'unit1'
-preserve


Of course you'll change the triggers around for your map. Because there's probobly a bit more going on. But that's the basic trigger
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