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FPSC Classic Scripts / Musicoverride = X? How does it work"

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TechGirl
17
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Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 24th Jan 2009 18:40
Hi, in the guide there is a code for MUSICOVERRIDE=X

How does that work, meaning where does it go?

Here's my problem (and I touched on this in another post awhile ago, but it's old and I can't post there anymore.)

I have a video (story zone) that I want to play at the end of the level. There is custom music on that level via a sound zone at the begining that repeats througout the level.

I have the script to make the music stop permanently when the video plays at the end, but the problem is that script only works with the main game music assigned in the global script, not with music coming from a sound zone.

So (if you are still following me), I need to change the main game music on that level. If Musicoverride is for that purpose, where do I put it?

I have learned how to change the skybank from level to level, but changing music from level to level doesn't seem to work (unless you use sound zones.)

Thanks

TechGirl
(Yes, I'm really female!)
Hockeykid
DBPro Tool Maker
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Posted: 24th Jan 2009 19:05
Place a trigger zone and put




And then use the default story zone script

]

TechGirl
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Location: Cyberspace USA
Posted: 24th Jan 2009 21:48 Edited at: 24th Jan 2009 21:48
I'm not understanding, sorry. Put the trigger zone where? At the beginning of the level (where the sound zone is)? Next to the story zone at the end?

Thanks

TechGirl
(Yes, I'm really female!)
Hockeykid
DBPro Tool Maker
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Posted: 24th Jan 2009 22:19
anywhere in the level the player wont have to step in it to trigger it so don't worry

]

Flatlander
FPSC Tool Maker
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 24th Jan 2009 23:54 Edited at: 25th Jan 2009 00:01
Hockeykid, she was talking about MUSICOVERRIDE=X not SOUND=X.

The MUSICOVERRIDE command is used to change the levels background music from what is currently playing.

Put a trigger zone where you want the music to change when the player enters into the zone. Use this fpi script that is found in the scriptbank: musicchangeinzone.fpi

You can also use this command in other ways as well. It can be scripted in a pickup script that when the player picks up an object the music will change, for example.

However, there is one issue with this command. It is when you build the game and use the save/load menu items. After a the music has changed using this command and you save the game. The music will revert back to the original music that the game started with. I will be reporting it soon. Another issue I had reported was not included in v1.14 because I didn't report it fast enough. If Lee doesn't work on a v1.15 then it will probably be fixed in the migration.

Addendum:

I actually didn't read all of your post TechGirl and so I might not of answered your question and so maybe Hockeykid actually did answer it so that it will work as you want it. I have to leave now so will not be able to take a closer look at it. Since you haven't responded then his suggestion must be working for you.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
TechGirl
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Location: Cyberspace USA
Posted: 25th Jan 2009 17:09
I found another way around it for the time being, thanks for your suggestions. I just wish (as I said before in another post), that FPSC would make it so when a story zone (aka video) plays, the level music is muted until it's over...

Thanks

TechGirl
(Yes, I'm really female!)
Dar13
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 25th Jan 2009 18:51
just put in the script to tell FPSC to play a blank sound file until the video is over then after its over then restart the music.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein

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