and for 2nd question.. this is probably easy one
Randomspeaker??? scripting a sound...
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Hashmark13
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Randomspeaker??? scripting a sound...
ok i have 2 questions first one is.. how do i use random speaker(right click>sound>randomspeaker).. im geussing that if you had a recording of water dripping you could have several random speakers set up around where you want it to be heard... but how do you script this and stuff???
and for 2nd question.. this is probably easy one
but uhh.. how do you just add a line in your script so that you can have a triggered sound... like lets say you go up to a switch that you want to make a alarm go off in MP???
and for 2nd question.. this is probably easy one
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
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panTera
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this question has been asked before (do a search first) but... I know it can be a real pain to get those sh?tty sounds to work. You'd rather use a script_model than a randomspeaker.
Here's two links to recently posted topics about this problem:
setting up custom sounds (&read my post)
setting up custom sounds with trigger (&read my post)
NOTE: these describe a way to get custom sounds to work by useing a Tiki-file with your new sound alias. For standard sounds, look at the ubersound.scr and see which aliases have been cached and have at least "dm obj" in the line. Then all you do is place a script_model (as described in those posts) with the right keys and values, and add a thread to your script.
"make some no??Ooise!"
Here's two links to recently posted topics about this problem:
setting up custom sounds (&read my post)
setting up custom sounds with trigger (&read my post)
NOTE: these describe a way to get custom sounds to work by useing a Tiki-file with your new sound alias. For standard sounds, look at the ubersound.scr and see which aliases have been cached and have at least "dm obj" in the line. Then all you do is place a script_model (as described in those posts) with the right keys and values, and add a thread to your script.
"make some no??Ooise!"
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Hashmark13
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Dripping
There is no dripping sound in the game. So, if that is what you are looking for, you will have to find a wav file on the internet and add it to the game as pantera said.
It is hard to tell you about triggers, if you don't say what it is for.
It is hard to tell you about triggers, if you don't say what it is for.
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Hashmark13
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Had-past tense form of haveim geussing that if you had a recording of water dripping
Have-as in the ownership of something
i never said there was one.
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
I used the random speaker in a couple of maps and I think what it does it play random german voices . A bit funny if there is no one there . All I did was put it in a map no scripting . As for the alarm sounding when you use a switch just make a trigger_use to not only do the switch animation but also to play the sound . For your trigger_use give it a key:setthread Value: alarmsound then make a thread to play the sound and do the switch animation if you have an animated swithch or the alarm model . Or you can maybe use the global/alarmer.scr for that . You can read at the top of the spript how to use it . If you want an on and off mode for the sound you can use loopsound ?? alias ?? and then stoploopsound when you want it to stop .
