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July 28th, 2007, 04:11 PM
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#1 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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Sound Script Help
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 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. |
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July 28th, 2007, 05:13 PM
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#2 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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Darkwolf did some experiments with teleporters like that
http://darkwolf.slipgate.org/?section=4
__________________
I wish to extend my apologies to anyone who reads my posts, you will not be getting those brain cells back. |
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July 28th, 2007, 06:21 PM
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#3 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Code:
script 24
{
startsound(trigger, "DSFART");
}
Of course you will need this 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. Last edited by MR_ROCKET; July 28th, 2007 at 06:33 PM. |
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July 28th, 2007, 06:28 PM
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#4 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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iori I checked those DarkWolf teleports out. Neat stuff but a little different.
![]() Ok thanks MR_Rocket. I'll try this out. LOL@DSFART. Might use that for teleporting into a secret area. ![]() [edit] I just tested this and it works perfectly! Woot! Thank you Mr_Rocket! Now I can finish this map and get it released. ![]() The execute one way is what I wanted.
Last edited by Doom_Dude; July 28th, 2007 at 06:55 PM. |
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July 29th, 2007, 07:09 AM
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#5 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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Ah good, and np.
![]() That actually came out of a DM map I made (a long time ago) called : The Hunting Grounds. MRHGDM.wad 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.
Last edited by MR_ROCKET; July 29th, 2007 at 07:15 AM. |
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July 29th, 2007, 07:15 AM
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#6 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Rocket stole my answer :P.
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July 29th, 2007, 07:27 AM
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#7 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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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.
Questions like that will take me a little longer. :P Though I can tell you how to do that in Doom3 rather quickly.
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July 29th, 2007, 07:41 AM
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#8 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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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?
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July 29th, 2007, 07:57 AM
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#9 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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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. ![]() 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.
Last edited by MR_ROCKET; July 29th, 2007 at 08:04 AM. |
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July 29th, 2007, 08:13 AM
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#10 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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LOL!
That would actually be funny. ![]() I think I'll just stick with the simple stuff like making lines trigger farting sounds and stuff. The earthquake would come in handy sometime tho...
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July 29th, 2007, 09:31 AM
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#11 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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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.
Last edited by MR_ROCKET; July 29th, 2007 at 09:50 AM. |
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July 29th, 2007, 09:42 AM
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#12 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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Ooooh that sounds too sexy....
Plus you could have pillars and stuff slowly lowering into water, like they've become dislodged and are sinking.... |
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July 29th, 2007, 10:09 AM
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#13 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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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. Last edited by MR_ROCKET; July 29th, 2007 at 10:30 AM. |
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July 29th, 2007, 10:24 AM
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#14 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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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).
![]() I can see Rocket sarting a Legacy joke wad now. |
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July 29th, 2007, 10:38 AM
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#15 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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How bout a hi-res floating sprite in a swimsuit instead?
![]() I could have this in a legacy2 wad in about 2 mins.
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July 29th, 2007, 11:15 AM
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#16 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Yeeeeah!. Hot!.
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July 29th, 2007, 11:42 AM
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#17 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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July 29th, 2007, 11:51 AM
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#18 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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ROFL XDXDXDXD!!. Great!. Joke wad coming!.
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July 29th, 2007, 03:14 PM
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#19 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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LOL! Looks like she's waiting patiently for Legacy 2.
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July 30th, 2007, 02:54 AM
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#20 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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She is a NTEXTURE PNG sprite replacment in this case, being the BFG.
So you can actually pick her up lol. |
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