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Question about DB-IceDemon

Posted: 09-12-2003 18:40
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

Posted: 09-12-2003 19:28
by Twigstir
Event>tag would be the first place to look.

Posted: 09-12-2003 19:32
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 ;)

Posted: 09-12-2003 20:13
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.

Posted: 09-12-2003 20:52
by Mayer.hun
Write the author an e-mail then... it takes time but that's the most reliable source that exists ;)

Posted: 09-12-2003 21:06
by Twigstir
Looks like the mapper wrote some code for the "chantmover".

Posted: 09-12-2003 21:21
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.

Posted: 09-12-2003 21:47
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.

Posted: 09-12-2003 22:15
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.

Posted: 14-12-2003 14:14
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