agntno9 Posted April 3, 2006 is ther a walk over script that plays wav files? 0 Share this post Link to post
agntno9 Posted April 3, 2006 Linguica said:sure if you make one wow, you're stupid. what are you like 13 or something? don't waste my time. AgntNo9 0 Share this post Link to post
insertwackynamehere Posted April 3, 2006 yeah he's 13. he's also no way the head administrator of doomworld or anything. 0 Share this post Link to post
agntno9 Posted April 4, 2006 insertwackynamehere said:yeah he's 13. he's also no way the head administrator of doomworld or anything. Could've fooled me. AgntNo9 0 Share this post Link to post
cycloid Posted April 4, 2006 1. find a monster you arent using in your wad, e.g. commander keen 2. put it in a sector inside the wall near your trip wire 3. change the line to activate a crusher, targetting the sector with the monster in 4. change the monster's death sound to the one you want to hear to refine it further, used dehacked to set the monster's health and height to 1, and then make the crusher sector's height to 1 too, should then be almost instant in my first wad cyc-a.wad i used the "door open fast" sound and a hidden door but some ports, it turns out, play that sound twice in a row, and so it didnt quite work 0 Share this post Link to post
EarthQuake Posted April 4, 2006 I've seen this done lots of ways, usually involving replacing door or lift sounds and triggering them. Afaik, this way is the only way to make the sound repeatable. If you don't need it to repeat, then killing a monster with a crusher and replacing its death sound is a good way to go, however, you still have the sound of the crusher moving up and down, unless you stop it right after you start it, which will only work if the crusher is the height of the monster and the monster has only one health. Another better way, imo, of doing it, is replacing a monster's sight sound and momentarily open a sector so the monster can see you, and close it shortly after so it wont attempt to attack you. You could cover up such a contraption by using a middle texture. This way doesn't require dehacked. Some ways are more complex than others, but there's many basic ways of acheiving the effect. 0 Share this post Link to post
Enjay Posted April 4, 2006 Sheesh! He asked for a script, not all those work-arounds. With a script, it's a line of code - no dehacked, no crushers, no hidden doors and no game resources sacrificed to become something else. He also asked over at Zdoom.org and has been directed to the appropriate pages in the Zdoom Wiki. cycloid said:but some ports, it turns out, play that sound twice in a row, and so it didnt quite work That was actually a bug in the original Doom code that some ports have fixed and some haven't. 0 Share this post Link to post
Ezxariarch Posted April 4, 2006 THis might work...though im no expert on scripting. Give a line segment action 80 (activate script). And just put in 1. Also, leave the activation type as "Player walks over" Script 1 { PlaySound("name of sound"); delay (some amount of tics betwen you want the script to be run again after it's completed and if your line segment has "repeatable action". } 0 Share this post Link to post
Enjay Posted April 5, 2006 If you want a sound to repeat, then another method would be to have a sound thing defined to play the sound repeatedly (continuously or at intervals - both are possible). Place it in the map as a dormant item then use a script or thing_activate line to activate the sound object when you need it to start making its noise. 0 Share this post Link to post
agntno9 Posted April 5, 2006 Thanks for the help guys, It's nice to see someone who's actually got the time of day to help instead of making stupid jokes. I'll try the script first, and I guess if that doesn't work, I'll resort to the changes.. That would be kind of like what I did in the personality wad, just a little more tidious. AgntNo9 0 Share this post Link to post