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Staredit Network -> UMS Assistance -> Added Music
Report, edit, etc...Posted by R0y- on 2006-01-12 at 18:25:25
I added music into the map I am making (bound) and it incredibly slows the other triggers. In fact, for another explosion sequence to occur, it waits for the music to end and loop. I know there's a way to make music play and the triggers work normally. Can anyone (hopefully who has done something similar and solved) help? (I have hyper triggers)

Trigger
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Play [music.wav]
¤ Wait [10730]
¤ Preserve Trigger.
¤ Comment: Music

Report, edit, etc...Posted by Mp)MinigameEast on 2006-01-12 at 18:31:36
1. dont put all players
2. put it on another player that is nuetral or doenst require waits
Report, edit, etc...Posted by M_s4 on 2006-01-12 at 18:31:49
Waits, especially for these types of things which require large amounts of percision are very very bad to work with. In fact, your bound shouldn't even use waits because they require percisions to. I strongly recommend you learn Death Counters.

http://www.staredit.net/index.php?tutorial=124

Making timers out of these is by adding one of these things with preserve triggers to sort of make timers. (Hyper triggers should be added if you need them to be precise, and in bounds odds are you will need your waits to be very accurate). These things don't stack, which means even you have all 50 obstacles and music all running at the same time, nothing will be delayed.
Report, edit, etc...Posted by R0y- on 2006-01-12 at 19:40:46
Alright thanks I'll try that.

ADDITION:
Uh, the death count isn't wokring for me. I tried using it for my music, this is what I did.
Trigger
Players:
¤ Player 7
Conditions:
¤ Current player has suffered at least 1 deaths of Protoss Corsair.
Actions:
¤ Modify death counts for Current player: Subtract 1 for Protoss Corsair.
¤ Preserve trigger.
¤ Comment: Death Countdown


Trigger
Players:
¤ All Players
Conditions:
¤ Player 7 has suffered exactly deaths of Protoss Corsair.
¤ Eclasped game time is at least 6 game seconds.
¤ Switch 'Music' is cleared.
Actions:
¤ Play [music]
¤ Modify death counts for Player 7: Set to (I tried multiple numbers) for Protoss Corsair.
¤ Preserve trigger.
¤ Comment: Music


The music plays and it doesn't delay anything, but now it won't loop!! Anyone know why it only plays once?
Report, edit, etc...Posted by Corbo(MM) on 2006-01-12 at 21:00:22
no no, dont pay attention to minigame or other user that posted tongue.gif

use a bring action and make it for each player and it should not be the same player where the obstacle triggers are
do like:
CONDITIONS
player x brings at least 1 "music mixer"(any unit) to (location
ACTIONS
play Xwav
wait for (wav lenght)
preserve trigger

that's what i do in my bounds...at least its what i remember i do and if you do that you actually get a turn off/turn on music switch just move the "music mixer" to anywhere that its not the locations and it should stop when wav ends
Report, edit, etc...Posted by R0y- on 2006-01-12 at 21:18:28
Oh I get it now. Thx so much corbo I've been to 4 forums and didn't get an answer!
Thx again biggrin.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-01-12 at 21:31:48
no problem man
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