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Staredit Network -> UMS Assistance -> [SOLVED] Making Music play Constantly
Report, edit, etc...Posted by Lyon on 2006-02-09 at 19:09:41
I've seen it Done quite afew Times, for example, Biohazard, its playing that creepy music Constantly during the Map but i dont get how you do it, I've tryed afew ways and nothing has worked...can some1 explain it to me?
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 19:23:45
Waits, death counts, countdown timers, virtual waits...more or less any good cycle system will do, provided that you calibrate it correctly. So pick one wink.gif
Report, edit, etc...Posted by Lyon on 2006-02-09 at 19:28:42
I'd Appreciate it also if you'd tell me how to Do one, lol pinch.gif
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 19:32:17
Which one?

Waits are simple but can create interference if you need other waits going on at the same time for the same player. If you have a player available (wait-wise) to use to connect the wait to a switch array, maybe this is your system.

Death counts rely on the predictabilitiy of action rates. If you're okay with having SC always executing the actions for this trigger under a certain player (and don't want them for something else), have hyper triggers, have a unit free, and are okay with death counts, maybe this is your system. I don't like it, though.

The countdown timer system uses the countdown timer. If you don't mind the visibility of the counter, then maybe this system is for you. But, the system will make the music not loop properly if players don't stay in Starcraft while playing, so if you're a multitasking addict (or your friends are), maybe it isn't for you. Note that the time duration of the countdown timer will not equal the duration of your music clip, so you'll have to calibrate.

Virtual waits rely on the fact that you know how fast a building burns. It takes up a little map space and requires calibration, but otherwise it is a pretty slick system.
Report, edit, etc...Posted by Carlsagan43 on 2006-02-09 at 19:33:48
Have a trigger that auto adds 1 death for a mineral field.

Then have a trigger that that plays a piece of music every time that mineral field deaths is 45, and set the deaths to 0.

Have hypers in the background too.
Report, edit, etc...Posted by R0y- on 2006-02-09 at 20:32:14
Trigger
Players:
¤ Player x
Conditions:
¤ Always (or other condition)
Actions:
¤ Play [music.wav]
¤ wait [(length of song * 1000)-200]
¤ Preserve Trigger.


This is looping with waits. It's commenly used.

For the wait it's the song length multiplied by 1000 then subtracted by 200 for a perfect loop.

Example: song length=4.41

4.41*1000= 4410
4410-200= 4210

So it would be wait [4210] for a 4.41 second music file.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 21:10:27
If you're going to go with the wait system, don't do it quite like that. See, with that system, you have a seperate system of waits for each human player, which means that if you want to have other waits for them (likely!), you may have interference. What would be better is to have one player, probably a computer, preferably unused for waits (or unused at all, if you can afford it), with the wait trigger, and rather than playing the music sound, have it set one switch per human player. Then give each human player a trigger that, if the switch is set, clears the switch and plays the music. That way, you don't have to worry about interference. If you can't afford to have a player without other waits, consider a different system. If you're leaning towards physical waits but want a less complicated version, consider a moving-unit version of it: it's pretty easy to trigger, since you only really need one: when the unit gets to the end of a track, move it back and set your switch array (which works the same as with waits and really makes things a lot nicer).
Report, edit, etc...Posted by LegacyWeapon on 2006-02-10 at 19:44:11
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=125
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