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FPSC Classic Product Chat / Trigger Zone Repeated

Author
Message
Wayne total loser
19
Years of Service
User Offline
Joined: 9th Feb 2005
Location: Abbotsford, Canada
Posted: 17th Feb 2005 14:34
I've been trying to get a sound trigger zone to work more than just once, ie, when you pass through it, it sets off the sound that you want, but when you pass through the same area it does nothing. Is there anything that can be done to make this zone react each time that you pass thriugh it?

Wayne
00bk
19
Years of Service
User Offline
Joined: 13th Jan 2005
Location: Digging thru the earth to get to china
Posted: 17th Feb 2005 17:41
Make a door after the zone so that the player doesnt have a need to go through it again.


the apocalypse is coming!
Wayne total loser
19
Years of Service
User Offline
Joined: 9th Feb 2005
Location: Abbotsford, Canada
Posted: 17th Feb 2005 23:35
That would not be a solution if, say you needed to go up stairs and back down again, or back and forth through a hallway and or room, and wanted the floors, stairs to give out the same noise, ie a creaking floor etc. But thanks anyways for your comment.


"last nite, I dreamed impossible dream"....it sucked!!!

Wayne
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 18th Feb 2005 05:35
I do not usually do this, but why not, I have done a good weeks work so I spend more time here. The FPI script assigned to the sound trigger is called soundinzone.fpi. Copy this file and rename it to myzone.fpi, then edit the contents. At the moment the contents looks like this:

;Artificial Intelligence Script
;Header
desc = Sound In Zone
;Triggers
:state=0,plrwithinzone=1:state=1,sound=$0

Change it to look like this. Ihave just done this from the top of my head so if it is wrong, I am sure some FPI bright spark will correct me before tomoz:

;Artificial Intelligence Script
;Header
desc = Sound In Zone, Over and Over
;Triggers
:state=0,plrwithinzone=1:state=1,sound=$0
:state=1,plrwithinzone=0:state=0

Can anyone see what I have done

"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"
jasuk70
21
Years of Service
User Offline
Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 18th Feb 2005 05:46
My original way of doing sound zones before the timely adding of zones was.

create a trigger zone (E.g. called sec_floor2_director_zone)

Put in this script

;Artificial Intelegence Script
;Header
desc = Plr In Zone
;Triggers
:plrwithinzone=1:plrsound=audiobank\user\sec_floor2_director.wav,destroy=sec_floor2_director_zone

So it destroyed the zone.

If only I knew then what I know now, it wouldnt have been so complicated

Jas

----
"What is this talk of 'release'? Klingons do not'release' software. It escapes leaving a bloody trail of developers and quality assurance people in its wake!"
Wayne total loser
19
Years of Service
User Offline
Joined: 9th Feb 2005
Location: Abbotsford, Canada
Posted: 18th Feb 2005 07:51
Attn: Lee, it works Great!!! thanks for your time.

"the blind man took his hammer and saw"

Wayne
GameKing
19
Years of Service
User Offline
Joined: 12th Feb 2005
Location: USA
Posted: 21st Feb 2005 07:47
Hi Lee,

You are resetting the state flag back to 0 so that it will start the script over.

Enjoy

Abit IC7-G Max II, P4 2.5 gig, 1 gig DDR Ram, 80 gig Maxtor HD, NVidia FX-5700 128 DDR, Sound Blaster Live! Digital.

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