Post by mro on Sept 22, 2009 10:05:24 GMT -8
Sound (seeking for simple ways)
after understood quite well the various systems and their setting:
- snd switch = to separate / variate enviromental effects per different areas
- portal and sector = to "close sound within specified sectors"
- occluder and includer = to create "walls" where the sound is included or not
I still don't understand how to "define" a sound:
I need to play a specify sound at two conditions, which are:
- when player or friend_AI (not enemy_AI) arrives into a specific point
- after "n" seconds
A
in sound editor, for custom sound, you can define "play only in peace case" or "play only in fight case":
it seems similar to VC1 fauna rule, when "player creates panic to animal"..
it could be an elementary way to make sound play when I pass through a point, setting in "fight mode"
so a siren could play when I'm passing or shooting
...
but this way seems too easy and not sure at all, moreover I didn't test the finalized map with custom sounds,
and most of modders wrote that custom sounds work only inside editor environment.
B
in VC1 event editor you can select "signal" (but no trace of which script must be referred), "interval" (the standard),
"defined" (and this "used-defined" makes me crazy)..
here probably all was depending on dummies and scripts (guess)
but in VC2 is different: who can explain?
I make an example:
player is going to a target and on the way, when passes a check, there is an enemy alarm (wistle or siren) and start mortair
fae-away..
1 second later than the mortair sound in my area start explosion effect...
all events that don't follow a time, but are palyed "at certain conditions".
Guess "scr helpers" or "dummies":
- which one?
- and which script?
after understood quite well the various systems and their setting:
- snd switch = to separate / variate enviromental effects per different areas
- portal and sector = to "close sound within specified sectors"
- occluder and includer = to create "walls" where the sound is included or not
I still don't understand how to "define" a sound:
I need to play a specify sound at two conditions, which are:
- when player or friend_AI (not enemy_AI) arrives into a specific point
- after "n" seconds
A
in sound editor, for custom sound, you can define "play only in peace case" or "play only in fight case":
it seems similar to VC1 fauna rule, when "player creates panic to animal"..
it could be an elementary way to make sound play when I pass through a point, setting in "fight mode"
so a siren could play when I'm passing or shooting
...
but this way seems too easy and not sure at all, moreover I didn't test the finalized map with custom sounds,
and most of modders wrote that custom sounds work only inside editor environment.
B
in VC1 event editor you can select "signal" (but no trace of which script must be referred), "interval" (the standard),
"defined" (and this "used-defined" makes me crazy)..
here probably all was depending on dummies and scripts (guess)
but in VC2 is different: who can explain?
I make an example:
player is going to a target and on the way, when passes a check, there is an enemy alarm (wistle or siren) and start mortair
fae-away..
1 second later than the mortair sound in my area start explosion effect...
all events that don't follow a time, but are palyed "at certain conditions".
Guess "scr helpers" or "dummies":
- which one?
- and which script?