Question about DB-IceDemon
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- Posts: 137
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Question about DB-IceDemon
For my Circus Map i want to add some orcestra sounds and they should be played like the sound events in DB-IceDemon (WeWillRockYa and the other one).
I´ve already took a look at it and found 2 Triggers, 1 MeshMover and 1 DB-SpecialEvent which do that, but i dont know how they are acting together.
So if anybody, best would be the mapper of DB-IceDemon, can help me out with it, i would be grateful.
Nolan
I´ve already took a look at it and found 2 Triggers, 1 MeshMover and 1 DB-SpecialEvent which do that, but i dont know how they are acting together.
So if anybody, best would be the mapper of DB-IceDemon, can help me out with it, i would be grateful.
Nolan
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- Posts: 137
- Joined: 07-10-2003 20:54
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- Posts: 137
- Joined: 07-10-2003 20:54
na, i look closer a little more deeply,
the mover does nothing.
it´s just the trigger which causes the special event to happen.
so if u walk, shot,..etc through the trigger it playes one of the two sounds.
if worked out a solution for myself.
what you need is 1 trigger, 1 special event and one mover.
the mover is constantly looping through 2 keyframes and the move time is about 30 secs.
the trigger is positioned closely to the 2nd keyframe of the mover.
so if the mover touches the collision radius of the trigger, the sound will be played.
which means 30 sec after map start the sound will be played and then every minute (30 sec 2 key0 and 30 sec 2 key1 where the trigger is).
surely you need to place them in an unreachable spot.
the mover does nothing.
it´s just the trigger which causes the special event to happen.
so if u walk, shot,..etc through the trigger it playes one of the two sounds.
if worked out a solution for myself.
what you need is 1 trigger, 1 special event and one mover.
the mover is constantly looping through 2 keyframes and the move time is about 30 secs.
the trigger is positioned closely to the 2nd keyframe of the mover.
so if the mover touches the collision radius of the trigger, the sound will be played.
which means 30 sec after map start the sound will be played and then every minute (30 sec 2 key0 and 30 sec 2 key1 where the trigger is).
surely you need to place them in an unreachable spot.
"chantmover" is the event signal sent out by the trigger. Music and Queenchant are events that trigger the sound.
trigger> event chantmover> event Music or Queenchant > play sound.
If you do a search, no actor besides the four triggers have "chantmover" for an event or tag. Thus, I'm guessing it's code written by the mapper.
trigger> event chantmover> event Music or Queenchant > play sound.
If you do a search, no actor besides the four triggers have "chantmover" for an event or tag. Thus, I'm guessing it's code written by the mapper.
Last edited by Twigstir on 09-12-2003 21:54, edited 1 time in total.
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- Posts: 137
- Joined: 07-10-2003 20:54
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- Posts: 137
- Joined: 07-10-2003 20:54
now i have understood the specialevent-mover-trigger complex
completely.
no cumston script is used!
if anything hits the triggers, the sound goes on and the mover
moves down.
but the mover has the triggers attached to it, so they went down too (into the levelgeometry).
after 150sec the mover (and the triggers) returns to key0 (base)
and the event can be triggered again.
this structure prevent:
a) the sound is triggered too often.
b) the sound is triggered overlayed.
Nolan
completely.
no cumston script is used!
if anything hits the triggers, the sound goes on and the mover
moves down.
but the mover has the triggers attached to it, so they went down too (into the levelgeometry).
after 150sec the mover (and the triggers) returns to key0 (base)
and the event can be triggered again.
this structure prevent:
a) the sound is triggered too often.
b) the sound is triggered overlayed.
Nolan