Level Reset && Certain Sequence Created 17 years ago2007-09-07 18:47:04 UTC by Noobish UMP45 Noobish UMP45

Created 17 years ago2007-09-07 18:47:04 UTC by Noobish UMP45 Noobish UMP45

Posted 17 years ago2007-09-07 18:47:04 UTC Post #233659
Okay... I managed to get some of this working... so I'll say what's going on:

Button(s) ==> Multi_Manager_1 / MM_2
MM_1 / MM_2 ==> Open Doors & activate Door_Trigger
Door_Trigger ==> Moves and Stays (-1) & activate MM_3
MM_3 = Activate 2 sounds

Okay... I have 2 buttons (MM1 / MM2) which open different doors, but activate the same sounds provided by MM_3.
The Door_Trigger is my way of checking to see if that sound has already been triggered. If the other button is press, does not activate MM_3, because the door did not return to normal position (-1 = stay).

Great... everything here works fine... hopefuly you're with me on that so far...

Now... I was trying to do a reset for my sounds... because sounds auto-play at the start of the next round... even if they are start-silent.
This is what I tried:
1) Door (door_round_reset) ==> MM_4 (mm_round_reset)
2) MM_4 = both sounds at 0.5 second delay

Now... the WIERD part...

The first time I did this... this worked prefectly. Every time the round reset, the sounds did not play...
However, I added another button which would stop one of my sounds using a Button + MM, then the Round_Reset no longer worked !!!

Yeah... I removed all the new stuff I did and recompiled the map... the Round-Reset still did not work.
I doube checked the Door, MM, and sound names, and everything should work properly, yet my sounds are playing again at the start of the round...

Does anyone know why my Round_Reset method here does not work ???
Posted 17 years ago2007-09-11 01:21:08 UTC Post #233877
SOLVED...

Because ALL sounds play at the start of every new round, you only need to stop it after about 1 second after the round starts...
So... there was no need for me to make a Round_Reset Door/Manager for this task.

Because I already have a MM which plays the sounds after checking to see if it's already been activated, adding the second MM just for the round reset actually turned my sound ON after the start of the next round, when my 1st MM actually ended up turning it OFF...
Did that make sense?

Hope that helps anyone who needs this info in the future.
Posted 17 years ago2007-09-11 10:16:15 UTC Post #233889
noob - got your email - sorry I couldn't respond - can you put down all you did insequential order here for everone else?
Posted 17 years ago2007-09-14 11:33:05 UTC Post #234090
Sure thing Bug...

Scenario:
-- Have 2 buttons triggering their own door
-- Both triggers activate the same sound(s)
-- Sound(s) will only play once

Solution:
-- Create 2 Button and set targets to something like: "mm_door1" and "mm_door2"
-- Create 2 Doors and name them: "door1" and "door2"

-- Create 2 Multi-managers and call them: "mm_door1" and "mm_door2"
-- Turn off the "Start-edit" button for both MMs
-- ADD the name "door1" or "door2" and give the value, which is delay before trigger
-- ADD the name "door_sfx_checker" and gie the value 0

-- Create a Door OUTSIDE of the map area and name it: "door_sfx_checker"
-- Set door speed really high like: 1000
-- Set door delay before close to: (-1) !!! (make sure it stays OPEN)
-- Set door target to something like: "mm_sfx_checker"

-- Create a MM called: "mm_sfx_checker"
-- Turn off the "Start-edit" button for both MMs
-- ADD the name(s) of your sound(s) and their delay before trigger times
-- Set delay time to 0.5 seconds. Any shorter... will explain below

Looping Sounds:
-- ambient_generic
-- make sure sound file is: 8-bit MONO
-- make sure sound has 1 cue point

Non-looping Sounds:
-- ambient_generic
-- make sure sound file is: 8-bit MONO
-- make sure sound has NO cue points
-- make sure sound file has 0.5 seconds of "no sound" at the start of end of the file!
** This is a must, or it will keep looping **
-- make sure the is not looped button is NOT checked.
** Turn this on, your sound will never play **

...that's it!

There is no need to create a round reset system, because ALL sounds play at the start of every round... even the start silent ones.
Since all doors return to start position at every round, our door_sfx_checker will activate our mm_sfx_checker to turn off our sounds. If the sound delay time is shorter than 0.5 seconds, slower computers might not stop the sounds in time.
Also, since our Buttons are targeting aour "door_sfx_checker", and our door will not move, our "mm_sfx_checker" will not activate. This is exactly what we want, since we want the sounds to play only once.

I hope this helps anyone who has this scenario.
If you have explosion entities and stuff, you might need to add the round reset system, but the process and logic is very similar to this.
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