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Using Dave's Arrows For Ambient Building Sounds [message #26804] Mon, 23 June 2003 11:54 Go to next message
Sanada78 is currently offline  Sanada78
Messages: 435
Registered: April 2003
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Commander

I noticed in the official map files you download there are objects called "Dave's Arrows". I found out these operate building ambient sounds and when the structure is destroyed, the sound stops. I've tried to use them but with no luck. I've tried both scripts "M00_BuildingSoundStateController" and "M00_BuildingSoundStateSpeaker". The first one won't allow none numeric value to be entered and the second one has loads of options but the sound continues to play even when the building is destroyed.
Using Dave's Arrows For Ambient Building Sounds [message #26820] Mon, 23 June 2003 12:43 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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Registered: February 2003
Location: Birmingham, England, Unit...
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General (1 Star)
Yeah they do exist but if they function is another thing. I think that they only work in singleplayer mode & multiplayer practise. However there is an alternative script or scripts to do it. See below:

** EDIT: Attach these scripts to "Dave's Arrow" and configure them. You need the custom scripts version 1.2 to use them. **

JFW_2D_Sound_Timer_Health

(plays a 2D sound when the timer expires but only if the health of the object its attatched to is between certain values, great for "building is
damaged" for example)

Time (how long the timer should run for)
TimerNum (what number to use for the timer)
Repeat (whether to repeat this or to only send it once, 1 = repeat, 0 = not repeat)
Sound (the sound preset to use, must be 2D)
Min_Health (minumum health can be for the sound to play)
Max_Health (maximum health can be for the sound to play)

-------------------------------------------------------------------------------------

JFW_3D_Sound_Timer_Random

(plays a sound at random intervals)

Time_Min (minumum time for how long the timer should run for)
Time_Max (maximum time for how long the timer should run for)
TimerNum (what number to use for the timer)
Repeat (whether to repeat this or to only send it once, 1 = repeat, 0 = not repeat)
Sound (the sound preset to use, must be 3D)
Position (the position to play the sound at)

-------------------------------------------------------------------------------------

JFW_3D_Sound_Zone

(plays a 3D sound on entry to the zone)

Player_Type (which team type to trigger on, 0 = Nod, 1 = GDI, 2 = any)
Sound (the sound preset to use, must be 3D)

_General Havoc


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[Updated on: Mon, 23 June 2003 13:40]

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Using Dave's Arrows For Ambient Building Sounds [message #26825] Mon, 23 June 2003 13:28 Go to previous messageGo to next message
Captkurt
Messages: 488
Registered: February 2003
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Commander
Dave’s arrows are used for different reasons pointers is one use, but there are many uses for them in the game, and Yes they do work. But you must know how to set them up., they are a very necessary part in a map, esp. if using AI.

You don’t have to use them in a map, but if you want certain things to happen, then you almost have to use them. or at least it makes it eaiser to do certain things.
Using Dave's Arrows For Ambient Building Sounds [message #26855] Mon, 23 June 2003 15:13 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Registered: April 2003
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Commander

Where can I get the new scripts update from?
Using Dave's Arrows For Ambient Building Sounds [message #26856] Mon, 23 June 2003 15:23 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
Messages: 260
Registered: February 2003
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Recruit
Since all the scripts are activated by the host's machine, then sounds activated via a script will only be heard by the host, unfortunately.

Using Dave's Arrows For Ambient Building Sounds [message #26876] Mon, 23 June 2003 18:03 Go to previous message
bigwig992 is currently offline  bigwig992
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Registered: February 2003
Location: Nashua, NH
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Colonel
The only way the host and client can hear the sounds, is if you add it in as a sound effect or music. (those little weird looking "horn" things). Try finding a script that will send a custom message to the sound object and destroy it. I don't remember many scripts, so I'm not sure if one even exist.

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