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  • Armstrong
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9 years 6 months ago #31 by Armstrong
Replied by Armstrong on topic sound/music
understood. Jdagenet I Hope you can figure it out as much as I can. :(

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9 years 6 months ago #32 by jdagenet
Replied by jdagenet on topic sound/music
I've been tackling this obstacle for a couple of days now and I was not able to achieve the affect you're wanting, however, this does not mean that it can't be done.

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9 years 6 months ago #33 by Armstrong
Replied by Armstrong on topic sound/music
Jdagenet you know what I think I have an idea but I'm not 50% sure if this is going to work or not.

Is it possible that if hellsmith and Jonny the marine had the same propertys as eash other and if they did would they both be activating the same trigger mark at the same time.

Its just a thought but would that work possibly.

I'm guessing I don't know.

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9 years 6 months ago #34 by jdagenet
Replied by jdagenet on topic sound/music
I don't exactly understand your idea -- you couldn't give the player monster properties and you couldn't give the monster player properties, so whatever your idea was, I don't think it'd work.

For some reason this seems like it'd be a piece of cake to pull off, I'm not why it isn't.
Before, I was testing it out using linedef triggers. Perhaps if I used sector triggers we would see some results that we want to see.

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9 years 6 months ago #35 by Armstrong
Replied by Armstrong on topic sound/music
Jdagenet I didn't even think about that part at all I'm a dummy lol.

But the sectors trigger sounds pretty good. I think your on to something there?

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9 years 6 months ago #36 by MagicWazard
Replied by MagicWazard on topic sound/music
This seemed like kind of a neat brain teaser, so I put together a sample map with a script that achieves the effect. You start off the map with an invulnerable buddy imp; shoot to wake him up, and then if you both cross the metal strip within 5 seconds of each other, the music changes. If you take longer, nothing happens. If the music has already changed, then nothing happens. Please make sure you take a look at how the script logic is set up. You're welcome to copy and paste the code into your map if you like, but hopefully it's also a useful instructional tool for you.

https://www.dropbox.com/s/i8lj0ezarn05gxx/musicchangeexample.wad?dl=0

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9 years 6 months ago #37 by Armstrong
Replied by Armstrong on topic sound/music
Magicwazard I watched how you did that and I did copy the script and try to work at it and tryed the linedef didn't work but I tryed by using sectors and it did work for the 1st time But the second time it didn't work..

I am puzzled right now.

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9 years 6 months ago #38 by MagicWazard
Replied by MagicWazard on topic sound/music
If they aren't already, the linedefs should be tagged as "repeatable action". Also, make sure that the one that runs the player's script has its Trigger set to "player walks over", and the one that runs the monster's is "monster walks over".

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9 years 5 months ago #39 by Hellsmith1
Replied by Hellsmith1 on topic Music
I have a question Can i put in regular music into my levels like Journey, Simple Minds, Bon Jovi, L.A.guns, Great White, Mr.Big, Def Leppard etc... Because hearing instrumental music all the time I think its getting pretty old I think anymore.

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9 years 5 months ago #40 by MagicWazard
Replied by MagicWazard on topic Music
If you mean something like MP3 format music, yeah, it can be done. The process should be as simple as using MIDI files--as long as you're referencing your file names correctly in MAPINFO , the file type shouldn't cause any problems.

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