Dispatch repeating; SpecialEvent doesn't have any limit in sounding. It will just sound, then re-trigger when sounds ends, or... use 2 SpecialEvents, while one is finishing the other starts and they switch during those 2 seconds. Just need some timing tests. I don't understand what is that hard at sounds.
Sound in correct timing will be like is linked in a single sound having 6 seconds. I repeat, <Dispatcher>. Dispatcher is my best friend...
Triggered Sound
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Re: Triggered Sound
The mover can be synced with the trigger lights by having the flashing light subclass that somehow sends an event to the mover as it sends the flashes, and putting an invisibly-textured, non-raytracing, event-connected mover near each flashing light.Barbie wrote:It does not cover his requirements:Red_Fist wrote:Why not just make it the mover sound, "opening sound" ?Loose Cannon wrote:so it synchs up with the flashing lightsThat's why I wrote custom.Loose Cannon wrote:the [...] (trigger ambient sound) is not an option as it doesn't work
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Re: Triggered Sound
Barbie I see your custom script but I've never messed with scripts before. It looks a little confusing.
Re: Triggered Sound
Then just use your TriggerLight for both light and sound. The Wiki has given a how to.Loose Cannon wrote:It looks a little confusing.
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Re: Triggered Sound
OK...finally got it to work!!! Haven't been making maps that long (nothing really complex anyways) so some of these techniques were a bit of a learning curve for me. Thank you all so much for your help and suggestions (Sektor for dispatchers and very much to Barbie for all of the great help and links)!! That last one did the trick by linking a trigger to a dispatcher then to a trigger light (never used a dispatcher before)....Thanks...always great to come here for everyone's expertise! You all ROCK!
Re: Triggered Sound
My maps are full of those things. Triggered sounds and lights. Piece of cake.
Play / open this in the editor : http://crystalunreal.com/Iframes/Downlo ... -Final.rar
Trigger > SpecialEvent [Settings: initialstate playersplaysoundeffect AmbientSound: the thing you want to be played ]
Set the trigger to Triggeronceonly or make it intervals to prevent spamming.
Play / open this in the editor : http://crystalunreal.com/Iframes/Downlo ... -Final.rar
Trigger > SpecialEvent [Settings: initialstate playersplaysoundeffect AmbientSound: the thing you want to be played ]
Set the trigger to Triggeronceonly or make it intervals to prevent spamming.
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- sektor2111
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Re: Triggered Sound
Okay I did a small research according to triggering sounds.
Little note first: bTriggerOnceOnly won't prevent any spam it will make things to work ONCE, and bye doors, alarms and stuff.
I've started to do a map MH-TrainCommando or something like this (story a bit later). Imagine that team is dropped in train right before to leave station in a very last moment. Once team arrived train starts moving - initially being stopped. Yes, I was trying different methods to gain random sounds triggered and shaking view but not in first moment - only when train starts moving, and finally I found a solution using stock stuff and only custom sounds related to "triggered sounds" problem. Example: randomly wheels start grinding and stopping, and repeating randomly these things only in locations with supposed wheels, else train's siren sounds randomly - that's easy audible by all player anywhere.
Something like a solution is using default AmbientSound. How ? We can attach this Keypoint to an AttachMover which can be triggered with a "StochasticTrigger" from time to time - it won't be bStatic for such case and it will collide actors. UT has a default feature, sound from distances bigger than 2200 UU won't be audible, we can put mover and ported keypoint more far away and bringing it faster in location where it needs to make sound, so to speak wheels are grinding depending on whatever railway factors, truly randomly. This sound can be a local alarm as well, starting like in a fade depending on how fast we bring mover in location.
Given the fake train (not that many movers involved as train) Bot support is doable so I think I can complete this Level properly.
Little note first: bTriggerOnceOnly won't prevent any spam it will make things to work ONCE, and bye doors, alarms and stuff.
I've started to do a map MH-TrainCommando or something like this (story a bit later). Imagine that team is dropped in train right before to leave station in a very last moment. Once team arrived train starts moving - initially being stopped. Yes, I was trying different methods to gain random sounds triggered and shaking view but not in first moment - only when train starts moving, and finally I found a solution using stock stuff and only custom sounds related to "triggered sounds" problem. Example: randomly wheels start grinding and stopping, and repeating randomly these things only in locations with supposed wheels, else train's siren sounds randomly - that's easy audible by all player anywhere.
Something like a solution is using default AmbientSound. How ? We can attach this Keypoint to an AttachMover which can be triggered with a "StochasticTrigger" from time to time - it won't be bStatic for such case and it will collide actors. UT has a default feature, sound from distances bigger than 2200 UU won't be audible, we can put mover and ported keypoint more far away and bringing it faster in location where it needs to make sound, so to speak wheels are grinding depending on whatever railway factors, truly randomly. This sound can be a local alarm as well, starting like in a fade depending on how fast we bring mover in location.
Given the fake train (not that many movers involved as train) Bot support is doable so I think I can complete this Level properly.