Question about DB-IceDemon

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=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Question about DB-IceDemon

Post by =(ACE)=Nolan »

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
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Twigstir
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Post by Twigstir »

Event>tag would be the first place to look.
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Mayer.hun
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Post by Mayer.hun »

hm... I would say: make a backup-->openicedemon-->selectstuffes-->ctrl+c-->openyourmap-->ctrl+v-->movethestuffs-->saveas-->hopefully it works somehow :)

but this is a lame thinggy :) I use it only when i really can't figure stuffs out ;)
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

the copy and paste thing is what i did, and then my map crashed.

i looked at the event and tag names on the events and triggers,
but it would be alot less complicated if somebody helps me out with it.
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Mayer.hun
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Post by Mayer.hun »

Write the author an e-mail then... it takes time but that's the most reliable source that exists ;)
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Twigstir
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Post by Twigstir »

Looks like the mapper wrote some code for the "chantmover".
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

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.
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Twigstir
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Post by Twigstir »

"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.
Last edited by Twigstir on 09-12-2003 21:54, edited 1 time in total.
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

yes , i already understood that, thx!

i was just wondering what the mover does :)

i think the author just c&p it, cause the mover has the form of
the goal lights.
and they are used for the goal events.
=(ACE)=Nolan
Posts: 137
Joined: 07-10-2003 20:54

Post by =(ACE)=Nolan »

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
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