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FPSC Classic Models and Media / Help with getting items/or rooms to produce sounds

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dwayneG
18
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Joined: 24th Nov 2006
Location:
Posted: 24th Nov 2006 20:34
iv read posts and im still very confuseed on how to go about doing it. im seruioulsy a noob at this kind of stuff. so if someone can walk me through it id really appreciate it. ( sad took 1 year of college and they mad e me use 3d game maker and 3d studio, i learned nothing from it)
Locrian
19
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 24th Nov 2006 20:53
If you learned nothing in a year, were going to be hard pressed to teach you anything in one paragraph.

Good luck
Loc
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Nov 2006 21:04
take an object, like the radio and make it dynamic.

then change the main script to loopsound.fpi or something like that.

change the sound 0 or sound 1 options on the entity option screen.

Welcome to the forums by the way.



G4fan
18
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Joined: 21st Oct 2006
Location: in my car, driving on and on. . .
Posted: 25th Nov 2006 15:18
Silent Thunder, you always say "Welcome to the forums".

Sean
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 25th Nov 2006 20:12
Quote: "Silent Thunder, you always say "Welcome to the forums""


Is there something wrong with that?

s4real
VIP Member
18
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Joined: 22nd Jul 2006
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Posted: 25th Nov 2006 23:40
Welcome to the forum as well u can use sound zones as well to activate your loops/sounds as well.

Im a wizz at texturing toilets
dwayneG
18
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Joined: 24th Nov 2006
Location:
Posted: 26th Nov 2006 00:15
i did all u said exactly to the radio but it still wont play sound and i put all the sounds in my user folder. Do the sounds have to be .wav in order to work i have also tried the sound zones and triggers like i have read in other posts but for the life of me i am unable to get them to work.
dwayneG
18
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Joined: 24th Nov 2006
Location:
Posted: 26th Nov 2006 00:18
i changed everything just like u said and it is still not working. i have also tried sound zones/triggers and am unable to get those to work.
Nickydude
Retired Moderator
18
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 26th Nov 2006 02:29
The sounds should be in .wav or .ogg format, not .mp3 format.


Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 26th Nov 2006 04:16
what format are your .wav's in?

they have to be like 22,200 Khz and 8 bit mono.

dwayneG
18
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Joined: 24th Nov 2006
Location:
Posted: 26th Nov 2006 08:36
ok i got the radio to work. only when i walk up 2 it will it play music. Now i followed the steps from

flashing snall

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User


Joined: Sat Oct 8th 2005
Location: Wirering the \'package\' in your basment Posted: 6th Nov 2006 19:27 toggle


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*sigh* Ok, but first, you have to promise never to call yourself a 'newbie'. you are 'a beggner' not a newbie,noob,or newb. just a pet peve of mine.

1) make 2 rooms, with a door connecting them.
2) put the player start zrrow in room 1.
3) put a trigger zone is room 2,infront of the door
4) go to the entibank in fpsc and pull out the blue generator thing.
5) place the generator outside of the 2 rooms.
6) under the generator settings, set the 'spawn at start' to no, and at the very bottam, 'sound0' to whatever you want your music to be.
7) in the trigger zone's settings, change the 'ifused' feild to the name of the generator.
8) Under the trigger zones main script, select plrinzoneactivateused.fpi
9) test the game and see what happens.

This should work, I used the method for my level contest entry. you will notice that i picked the generator as the entity to use because of its main script, witch is repeatsound.fpi it doesnt have to be that entity, aslong the main fpi is repeatsound.fpi



"these shoes are 300 hundred dollars"-Shoes by Kelly http://smallgroup.be/

but this is not working when i try it

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