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Post by orange on Jan 24, 2006 22:15:03 GMT -5
hi
having completed my latest map, i thought it was a nice idea to finish it off with a small extra room, which would be the backdrop for the end of map kill stats, or intermission as quark calls it.
what im trying to do is have a .wav file play in that room only, and is activated as the end game kill stats/intermission screen is shown.
having tested a few small basic maps using a trigger to activate the speaker which plays when the end of game stats are shown is proving to be a little bit hard to fathom.
when my map ends after a frag limit hit, or time limit hit, the stats screen appears and the camera view is shown from the last place the info_player_start was placed, alternatively i can use the info_player_intermission for the same camera view effect.
i placed a trigger under my info_player_start, and when testing in quark works fine, the player falls slightly onto the trigger and the .wav is played once.
when my map is online its a little different, the map ends but i couldnt find a way to activate my trigger because obviously my player isnt falling onto the switch.
ok im talking to much now
in short, how do i trigger a speaker to start when the end game kill stats/ intermission screen appears? (but not on a continuous looped .wav from when the map starts)
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Post by grieve[Q2C] on Jan 25, 2006 6:13:12 GMT -5
hmm, there is no reason why this shouldn't be possible. in the biggun map you see these (childish) explosions from a _info_player_intermission wh the map ends. this also works in deathmatch. so why should it not also be possible to trigger a speaker ? right now I don't exactly know how it should be triggered. gotta toy around a bit with it this evening.
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Post by whirlingdervish on Jan 31, 2006 20:19:21 GMT -5
well it doesn't trigger cause when the match ends, your player is no longer part of the map and with nothing to strike the trigger, it will not work.
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Post by orange on Feb 1, 2006 10:49:21 GMT -5
when my map is online its a little different, the map ends but i couldnt find a way to activate my trigger because obviously my player isnt falling onto the switch. yeah
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Post by whirlingdervish on Feb 1, 2006 11:16:47 GMT -5
hmm. quite the dilemma..
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Derimok
Quake 2 Mapping Club
Posts: 198
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Post by Derimok on Feb 1, 2006 16:01:27 GMT -5
Those explosions in the biggun map arent triggered Grieve, they are always there. Its just they are in a different room. As for a sound for the intermission, make another room that you cant see in your map and add a looping sound to it?
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Post by whirlingdervish on Feb 1, 2006 17:41:53 GMT -5
yeah, that sounds like a decent idea... only problem with that is if its a song or a long sound file you'll never really know what point the song will be at when the map is finished... the explosions on biggun work out because they loop quickly. you could probably put in 10 minutes of silence at the beginning of the track and hope no one ever plays with a longer timelimit on their game!
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