How to create the musical effect seen in sp_a2_triple_laser?
Posted Jul 26, 2011
Hi! So, I was wondering, you know the maps I described in the title? Well, they have a system where, instead of laser one playing sound one, laser two playing sound two and so on, the first laser activated, no matter which one, plays sound one, the second, sound two, and so on. How exactly would one go about achieving this? I tried decompiling the map, but the sounds don't even receive any inputs. If logic branches could be disabled, this would be a piece of cake, but they can't,nso it's, um, not. Any suggestions? Thanks!
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Posted Jul 26, 2011
Replied
1 hour
later
This is controlled by a vscript.
Posted Jul 26, 2011
Replied
13 minutes
later
Really? That's annoying, and just as I was about to test my hawkish method using math counters... Does it work in custom maps? Andnhow would one go about settingmit up - you are the scripting god, after all.
Posted Jul 26, 2011
Replied
1 minute
later
Couldn't this easily be achieved with several math_counters?
1 would have a max of 1, one could have a max of 2, and the last could have a max of 3.
Posted Jul 26, 2011
Replied
4 minutes
later
That's what I tried, but they also have to originate from each laser catcher by using SourceEntityName. Anyway, as for the script thing, is it as simple as setting the Entity Scripts value for each catcher to musical_laser_catcher.nut?
EDIT: It is. Thanks for the help!
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Posted Aug 03, 2011
Replied
8 days
later
I didn't know about the entity scripts. Lol. But a way I thought of doing it is, because the three tracks are in the RAW folder of the sound browser, you could set up three ambient generics that start playing on the map spawn, but have their volumes set to 0. It would require a lot of different branches, etc. but you could eventually get an output where depending on how many lasers are enabled, the volumes for the corresponding ambient_generics would be set to >0