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Triggering a sound upon entering a room.

 
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Alectriciti
Dianoga

Joined: 28 Nov 2009

PostPosted: Nov 28, 2009 04:51    Post subject: Triggering a sound upon entering a room. View user's profile Send private message Reply with quote

Hey everyone. I'm new here to the DF-21 forums but I'm glad I finally registered. Smile

Right now, I have a very simple question about editing. (at least I believe it's simple).
First off, you should know i'm fairly familiar with INF files in editing levels. I can create a door, moving elevator, triggers, toggles... you know. I simply the basics.

What I'm stuck on is being able to trigger a sound (Diologue of Jan saying something to kyle) upon entering a sector.

So far I'm stuck. I tried creating an elevator that has a sound file as it moves.
The closest I came to doing this:
The room that the player enters that triggers the sound file is an elevator with the event mask on so when you enter the room, the elevator moves. I tried so that the room's height would move by 0 distance and the sound file would play as a part of the elevator moving. All i heard was the sound of an elevator stopping.

I messed around with this. Nothing worked. I need some ideas. Any help is appreciated.

So my final question is how do you trigger a sound upon entering a room?
Thanks! Smile

~Alec~

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Nov 28, 2009 05:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

There is a "page" event or somesuch thing that allows you to specify any sound file to play... no need to change elevator start/stop noises.

While elevator sounds are played at a specific location, page sounds are played full volume.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Nov 28, 2009 22:54    Post subject: View user's profile Send private message Reply with quote

IIRC, the page event needs to be used with an elevator. The way the devs did this is by creating a simple dummy elevator right outside the real sector you're entering and triggering the page event from there. You know how to make wall triggers, right? Use one of those at the entrance to the real sector.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Nov 29, 2009 00:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah that sounds about right. It's been a while since I've done any DF editing.

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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Nov 29, 2009 06:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

I haven't done much DF editing recently either but I seem to remember that the 'sound' command can be used in triggers:
seq
item: trigger
event_mask: 32
sound: audio1.voc
seqend

...or maybe it was 'page', I can't recall, and I'm too tired to check.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Nov 29, 2009 06:26    Post subject: View user's profile Send private message Send e-mail Reply with quote

And of course this is only useful if you want the sound to be played every time the player enters/presses space/shoots etc. in the sector, so it wouldn't really work for what you want.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Nov 29, 2009 14:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah I'm pretty sure page only works from an elevator, since I recall making dummy sectors just for pages. Otherwise I would have just used triggers.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Nov 29, 2009 21:00    Post subject: View user's profile Send private message Reply with quote

Barry Brien wrote:
I haven't done much DF editing recently either but I seem to remember that the 'sound' command can be used in triggers:
seq
item: trigger
event_mask: 32
sound: audio1.voc
seqend

...or maybe it was 'page', I can't recall, and I'm too tired to check.


This 'sound:' command is the sound played when the switch is pressed (or the trigger line is crossed, in this case). Now that I think about it, this could be used for Jan's message as well, as long as you set the trigger to a 'trigger single' so it only plays once. Try this:

seq
class: trigger single
entity_mask: 2147483648 ;so only the player can trigger it, not some random stormtrooper
event_mask: 3 ;enter from either side of the adjoin
sound: <asdf>.voc
seqend

Put it on the adjoined wall of the sector you need to enter and change the VOC file to Jan's message. I hope it works . . .

Alectriciti
Dianoga

Joined: 28 Nov 2009

PostPosted: Nov 29, 2009 23:11    Post subject: View user's profile Send private message Reply with quote

Thank you everyone for your help. As soon as I get access to Dark Forces editing soon, I'll try something new. Thanks again for your help and explaining.
I'll get back to you on the progres.

~Alec~

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Nov 30, 2009 03:49    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah that would work too, but IIRC sound plays locally. If the player moves away from the trigger, the sound will grow softer. If the sound clip is longer than a second the player will notice that there is sound coming from thin air where they were just standing/walking a moment ago.

Hence, page.

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Cal72521
Ree-Yees

Joined: 14 Sep 2006

PostPosted: Dec 09, 2009 11:05    Post subject: light elevator as a slaver View user's profile Send private message Send e-mail Reply with quote

Well I always use a light elevator as a slaver. send the page command to a your voc. Then you could use the terminate command last to stop the elevator forever. this will take 3 stops by the way. I assume you know your inf. Hope this helps.

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