View Full Version : Sound Script Help
July 28th, 2007, 04:11 PM
I'm almost finished a map, which should run fine when Legacy 2 comes out but that's another story.
For now I need help with a simple script. All I need is to have a sound play when the player crosses a line.
I made some quake-ish teleports for this map (http://www.wadsinprogress.info/?a=listwads&wad=955) that are made of 3d floors and use the silent Boom line types. I tried to mod the teleports to use the in-game teleportation thing(s) but it' just doesn't work right for what I want beacuse: A) The teleports have to be wider to accommodate the object and B) the player actually stops moving when using the teleportation thing, which ruins the effect of coming out of the 3d frames I made (and it looks crap having a green teleport sprite coming out of a black texture....).. The sound, DSTELEPT is all that need to be fired. I was looking in the Legacy wiki and I could find is info on the functions that start and stop sounds. If I use the startsound function will it loop the sound? Is there some other way to do this? I don't want an ambient sound, just one that plays once when triggered.
Only other thing I could do is find a decent ambient sound and have that looping near the teleporters. Personally I think that would be fine. Thing is I don't want to rip a sound from another game, which of course limits me finding anything decent.
July 28th, 2007, 05:13 PM
Darkwolf did some experiments with teleporters like that
July 28th, 2007, 06:21 PM
And then use line type 273 - start script 1 way line trigger WR. and tag it 24.
Of course you will need this (http://home.comcast.net/~mrrocket/legacy_stuff/DSFART.wav) sound effect.
If you want 1 sound going in the tele and another going out, slap 2 lines in there facing opposite directions.
WR but only executes 1 way.
July 28th, 2007, 06:28 PM
iori I checked those DarkWolf teleports out. Neat stuff but a little different. :D
Ok thanks MR_Rocket. I'll try this out. :p LOL@DSFART. Might use that for teleporting into a secret area. ;)
 I just tested this and it works perfectly! Woot! Thank you Mr_Rocket! Now I can finish this map and get it released. :D
The execute one way is what I wanted. ;)
July 29th, 2007, 07:09 AM
Ah good, and np. ;)
That actually came out of a DM map I made (a long time ago) called : The Hunting Grounds.
It was the first time I tried making some 3dfloor roof tops heh.
Has a funky weapons mod in it also btw. :P - EVIL Plasma gun.
And a tri-level lookout tower thingy Mc jigger.
Credits go to Grunt for the DEH in it. ;)
July 29th, 2007, 07:15 AM
Rocket stole my answer :P.
July 29th, 2007, 07:27 AM
Yeah I can manage to pop in here and answer the easy ones when they don't have to do with making a map freely rotate with FS to give the impression that the sky is animated. :D
Questions like that will take me a little longer. :P
Though I can tell you how to do that in Doom3 rather quickly. :)
July 29th, 2007, 07:41 AM
LOL That's my fault Danimetal and I was going to send you the link to this thread after I made it. ;)
*hides in the fraggle bushes*
So Rocket how do we make an entire level tilt 45 degrees during a fraggle quake while the dev team goes by on rollerskates? :D ;)
July 29th, 2007, 07:57 AM
In FS I'm not sure lol, first thing I'd try if at all possible would be to change the angle of the player view. The earthquake part is easy. ;)
You'l have to give me more info about the dev team being on rollerskates though. :D
What comes to mind would be some new player sprites/skin with rollerskates attached, and then enbale turbo mode for these given players/names.
As stated above, you may have to give me some time to properly answer spicific in-depth questions like these. :p
July 29th, 2007, 08:13 AM
LOL! ;) That would actually be funny. ;)
I think I'll just stick with the simple stuff like making lines trigger farting sounds and stuff. :D The earthquake would come in handy sometime tho...
July 29th, 2007, 09:31 AM
Heh what would be neat with the earthquake thing is to have FS build a bunch little 16x16 unit sectors on the floor in random places, and remove some from the ceiling at the same time, so it would look like a given area in a map is actually falling apart..all while the earthquake is going on.
Then um, the dev team comes rushing though the broken wallway on rollerskates.
Of course this will cause some self-damage to the rollerskating devs and may even put a hold on game play for a bit.
So we'll have to figure out a way.. Ah hah!, Knee-pad Item pickups!
From that point it's just scripting it so when they pickup a knee pad, they roll faster, but if the opposing picks up a knee pad, then they roll slower.
This is gonna be a freaking awesome mod.. Let me know when your ready for playtesting Doom_Doom. :D
July 29th, 2007, 09:42 AM
Ooooh that sounds too sexy....
Plus you could have pillars and stuff slowly lowering into water, like they've become dislodged and are sinking....
July 29th, 2007, 10:09 AM
For something like that, hmm maybe.
You know how the blood splats look like they float in water from the line types sector gravity? well I think in this case a sprite, or actually a really big sprite looking like some pillars might work better. - though being sprites and the view angle they have it would also look a bit chincy, but I can't see sectors doing this as well as the effect a thing type or sprite model would.
But this does bring up a question for Legacy2. Will models in L2 be able to float? or have the same gravity technique? They should being a thing ID placeholder and just replacing it's graphics.
Other than that, (if sectors), to look real enough without any extra animation going on. I think they would have to already be in the water sector and just make them move up and down slowly using FS. - to appear to be floating on the top of the water.
Most likely the water target sector will have to have a transparent wall texture, so when the other sectors cut into the water, the waters sides wont be visible underneath.
This wouldn't be a glood place for corona lighting heh.
July 29th, 2007, 10:24 AM
Hmmm floating models in swimsuits. No wait.... wrong port. Floating 3d models? That sounds iffy to implement but would be nice to have floating debris and stuff. Plus you could have Darkwolf and Jive floating by in a boat, throwing pies (chasing the devs on rollerskates) (no offence to Jive, DW or the Legacy team). :p
I can see Rocket sarting a Legacy joke wad now.
July 29th, 2007, 10:38 AM
How bout a hi-res floating sprite in a swimsuit (http://www.chemicalreactiondiet.com/chemicalreactiondiet/images-cart/bikini2.jpg) instead? :D
I could have this in a legacy2 wad in about 2 mins. ;)
July 29th, 2007, 11:15 AM
July 29th, 2007, 11:42 AM
July 29th, 2007, 11:51 AM
ROFL XDXDXDXD!!. Great!. Joke wad coming!.
July 29th, 2007, 03:14 PM
LOL! Looks like she's waiting patiently for Legacy 2. :p
July 30th, 2007, 02:54 AM
She is a NTEXTURE PNG sprite replacment in this case, being the BFG.
So you can actually pick her up lol.
July 30th, 2007, 05:02 AM
"Hey baby, wanna get picked up for a ride?".
July 30th, 2007, 07:49 AM
Hey!, don't be hit'n on my sexy sprite! :D
July 30th, 2007, 08:17 AM
"Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.".
It´s OUR sexy sprite now :P.
July 30th, 2007, 11:22 AM
Oh no, you didn't ask and besides I'd have to go hunt down that chick in the bikini before I could ever release the thing..and make sure it was alright with her first. :p
And make sure it's alright to turn her into a sprite. and randomly place a bunch of line triggers arounds her for sound fx, something like: Darling could you rub lotion on my back, oh oh yes thank yous so oh much mmmm.
July 30th, 2007, 11:31 AM
BHC9000: Bikini hot chick 9000, turn all da monsters to stone or piles of drool :P.
July 30th, 2007, 11:52 AM
It could get a bit obscene when using her as a weapon depending. However I was thinking if she was used as a weapon, the sound replacement would be 'ooh eek, get a way!!!' and the weapon HUD replacement would be her arm squirting suntan lotion out at the opposing monster or player..as well as the required sound fx for that.
July 30th, 2007, 12:12 PM
LOL XD!. Just do it man!.
July 30th, 2007, 12:18 PM
Haha the suntan lotion idea is great. LOL
July 30th, 2007, 03:03 PM
I like the way doomguys hand is reaching out towards her.
Want to touch the heiny.
July 30th, 2007, 06:10 PM
Want to touch the heiny.
Yes, sprites don't get much sexyer than that do they? :D
July 30th, 2007, 08:21 PM
Geez, well I was just getting ready to start on the HUD weapon of the bikini gal..
Then her boyfriend showed up..
And man let me tell you, he was pissed..
Then all of the sudden he mellowed out and everything was cool.
Freaking wierd huh?
July 31st, 2007, 03:17 AM
This happens to be the only Hi-res thread that deserves attention :P.
August 1st, 2007, 07:00 PM
Ah, you know what we could do with this stuff?
A hi-res sprite and texture gallery to add to the 3d demo thing I made a while back.
Don't let me forget to finish this stuff you guys!
August 3rd, 2007, 05:22 AM
Hay Rocket, don't forget to finish this stuff!
By the way, would it be possible to have the monsters trigger the teleport sound?
August 3rd, 2007, 08:38 AM
Heh, thanks for the reminder :P
Umm actually I'v never had to use something like that in FS. - because you know I usually do DM maps so I work with what's needed in the map I'm working on and retain parts of it heh. But stuff that I haven't, I would have to research and test, etc, etc.
A monster teleporting in or at least getting the sound of it can all be timed in standard editing as well without using FS, so it really depends.
But I'd say, if the monster can line trigger a script, then use ambientsound and sound name DSTELEPT. or maybe just TELEPT ;) And depending on what or how your wanting to do it, and how many times this will happen, you can just repeat it and then use wait 30 or so in the same script number, and have it do it like 5 or 6 times.
Also including things.h you could fraggle spawn multiple teleport thing types in this script, so you'd have the teleport graphics the same time you would have the sounds going if wanted.
Anyways, thinking about it and looking at the functions, there's different ways it could be done depending on the effect you want in either FS or standard editing.
August 3rd, 2007, 09:51 AM
*brain implodes* ;) I'm not too worried about the monsters triggering the sound for now. I'll bug you more if I get stuck. Meanwhile your free to maybe update your site or something. :D
August 3rd, 2007, 10:57 AM
Haha yeah I know I need to update my site and actually release some maps, I have some stuff like almost done but havn't got back to it yet.
Right now I'm working on someone else's site though.
August 3rd, 2007, 11:10 AM
There was a "alltrigger" flag in Legacy. I think it allowed for whatever to be triggered by whatever thing. It´s easy to throw an example map.
Edit: Got your problem solved Doom_Dude. I can send you the test map and stuff.
August 3rd, 2007, 12:02 PM
Haha kewl beans Danimetal. Send it please. :)
Rocket is this other site a Doom jobby? :D
August 3rd, 2007, 12:31 PM
Right now I am going to have some... Errr... You know, some drinks, nothing serious like the last time. Still, send me a PM reminding me of it because tomorrow I will remember NOTHING of what happened today.
August 3rd, 2007, 12:37 PM
LOL! Okay! Right now I'm going to have some hamburger and stuff! No booze for me. :/ Tomorrow I will remember all of this. I hope!
August 3rd, 2007, 05:50 PM
Hey I thought I was the only one allowed to help Doom_Dude in this thread. :(
About that site, na It's for a friend. But I doo plan on updating my site again soon lol.
August 4th, 2007, 07:42 AM
Hey, I remember everything!!!. I am gonna crank some more stuff into that map and send you a link by PM :).
What a night I had people!!!.
August 4th, 2007, 07:48 AM
LOL! Rocket! Don't worry there will be other silly questions.... an stuff.
Hehe Danimetal survived and remembered. Sounds like you have a plan. :D
I somehow started a new map and I found some kewl grass textures I forgot I made for a team project I was scheming up, that never saw the light of day..
August 4th, 2007, 08:00 AM
All right, PM with link sent!. I just put a 3d floor in the map and some sound to ring when the teleporter is activated. We could even have some neat particle effect spawned with FS but let´s see it the idea works first :).
August 4th, 2007, 12:09 PM
PM sent to you Danimetal.
I'm not looking for a particle effect for the teleport. I have some black 'white noise' textures that scroll and particles aren't needed IMHO. ;)
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