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  Red Faction : [RED] Editing : Confusing Events, making my head spin. [Forum Rules]  
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Sephiroth_RIC   Posted 27th Feb 2010 3:03pm
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Post 46 / 381




right. I'll try explain best I can. When you enter the room on the left the music starts and when you enter the room on the right it stops. I added switches so they turn on and off so the music doesn't keep spam repeating.

What's happening when I enter the left room the music starts. all good
when you enter the right room it fades out.. all good
when you enter back into the left room I hear the sound that you would normally hear when you press UseKey and no music starts. I might just be doing something wrong or there might be a better way to do this. my head is hurting now so its hard to think lol

All triggers and switches are set on infinite uses. Please Help awesome mappers

READ FOCTION!!!    Modified Feb 27th, 03:04pm by Sephiroth_RIC
RF Grim Reaper   Posted 27th Feb 2010 6:40pm
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Post 879 / 902

Here's how I would do it:



The event in room 1 is Music_Start, the event in room 2 is Music_Stop.

The two triggers either side of the door are 'One Way'.

The left one is only activated when you walk from room '2' into room '1' - this activates the music.
The right one is only activated when you walk from room '1' into room '2' - this de-activates the music.



[edit]
Oh and to stop the music looping I would just put in a delay linked from music_on to music_off with a delay time of the length of your song minus your fadeout time
[/edit]
Maps | Stargate MOD | Daves Place | Moddb Site    Modified Feb 27th, 06:48pm by RF Grim Reaper
Sephiroth_RIC   Posted 27th Feb 2010 6:52pm
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Post 48 / 381

OK I shall give it a try. I guess I'm a bit rusty, totally forgot about that hehe. Thanks allot for your time and comment I'll let you know if it works how I need it too


Edit: Wow Thank you very very much!! Really helped me out, It works just how I wanted it too! and it's much simpler way than mine hehe

READ FOCTION!!!    Modified Feb 27th, 07:22pm by Sephiroth_RIC
RED-FROG   Posted 27th Feb 2010 9:43pm
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Post 5003 / 5258

LOL!

Please tell me that those speech/think bubbles are not photoshopped and actually are part of the game! I LOVE THAT
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
RED-FROG   Posted 28th Feb 2010 9:31am
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freaking good old times...
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Sephiroth_RIC   Posted 28th Feb 2010 11:49am
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Post 50 / 381

hehe, sadly they aren't in the map but hopefully someone will get an idea and maybe make a comic book themed map lol.

Anyway I was just wondering is there a way to make music fade in without having to edit the sound file? thank you for your time.
READ FOCTION!!!    
RED-FROG   Posted 28th Feb 2010 11:53am
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Post 5005 / 5258

no idea about the fading but please think about it again and make the speech bubbles ingame. Or do you plan on making voice overs? Then forget what I said
If you need help on making the bubbles, just check out the maps of lego. ^^
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



Beatonator    Posted 1st Mar 2010 2:21pm
Post 3323 / 3716
What about using an inverted Music_Stop event? Would that work?
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
RF Grim Reaper   Posted 1st Mar 2010 5:01pm
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Post 880 / 902

I tried that out Beat, it didn't work. I don't think there is any way of doing it with events unfortunately
Maps | Stargate MOD | Daves Place | Moddb Site    
Sephiroth_RIC   Posted 1st Mar 2010 6:32pm
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Post 51 / 381

rough idea I haven't tried it out yet what if you have music start that plays a *edited sound file that fades in* into the normal sound file.

Music_Start ->Delay ->Music Start

but what if the player leaves the room while its on delay

All I really want to do is keep the music in the room so it can't be heard all over the building
READ FOCTION!!!    Modified Mar 1st, 06:34pm by Sephiroth_RIC
Beatonator    Posted 1st Mar 2010 7:57pm
Post 3324 / 3716
Ambient sound?
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Sephiroth_RIC   Posted 1st Mar 2010 8:50pm
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Post 52 / 381

don't think you can make it loop custom .wav
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Spikey2005   Posted 2nd Mar 2010 10:41am
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Post 1567 / 2126

Yeah, you cant make custom wav files loop because all of RF's wav sounds are listed to loop. If there was a way to add a custom wav to something like a txt file that specifies when it loops, that would make things a little easier.
Check me out on Youtube
www.youtube.com/themudkiphut  
 
Sephiroth_RIC   Posted 2nd Mar 2010 11:16am
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Post 53 / 381

just out of interest how is that done? its bluebeard.bty right?
READ FOCTION!!!    Modified Mar 2nd, 02:06pm by Sephiroth_RIC
goober   Posted 2nd Mar 2010 11:35am
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Post 7928 / 265

In theory, you should just be able to add them to bluebeard.bty, I haven't tested it though since it's fairly worthless. You can't distribute a custom bluebeard.bty with your mod
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
Spikey2005   Posted 2nd Mar 2010 5:06pm
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Post 1568 / 2126

I still want to know, is it possible to get the sounds to work in RED? Goober, Is trot looking into getting that feature into place, where you have a preview button next to sound properties? It would be a great to get it working.
Check me out on Youtube
www.youtube.com/themudkiphut  
 Modified Mar 2nd, 05:07pm by Spikey2005
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