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 Post subject: A few Question about triggers and lights
PostPosted: Sat Jun 30, 2012 4:23 pm 
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First, the more important ones. I'm trying to set triggers down, spefically trigger_touch and trigger_once for sounds, but what happens is that with the trigger_touch it completely doesnt work and with the trigger_once the sound goes off as soon as the map loads up and then doesnt work at all! Any help with this would be awesome. Oh and I should mention that for the sounds I'm using a function_emitter, perhaps this has something to do with it. Next question, with lights I don't have much of a problem except that when I try to lower the brightness, it doesn't work, it stays at the same light level. I'm using the brightness nob on the light properties, maybe that doesnt do what I thought. Also How do I trigger so lights go off, and flicker or come one when a player walks through a trigger? any help would be much appreciated.


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jun 30, 2012 9:22 pm 
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picked up the chaingun
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For sounds I'd recommend you using a 'speaker', since that entity is just that, a sound source. Just apply a sound shader to it and customize the speaker properties.
I'm not certain trigger_touch works.. You'd better use trigger_once.
I read somewhere (maybe iddevnet) that the 'brightness' slider actually does nothing. To set a light to 'off' state simply target it with a trigger_once, or if you want to do the opposite set 'KEY start_off VAL 1' to the light and then target it with trig_once.
For flickering effects, you can either apply a stock flickering texture (there are plenty of them) or via scripts (using the setcolor statement) Here's a quick example of making a light flicker and then stop:

Code:
void spookylight_trigger()

{
$spookylight.setColor ( 0.31, 0.29, 0.19 );
sys.wait (.25);
$spookylight.setColor ( 0.41, 0.39, 0.29 );
sys.wait (.2);
$spookylight.setColor ( 0.21, 0.19, 0.09 );
sys.wait (.15);
$spookylight.setColor ( 0.18, 0.16, 0.06 );
sys.wait (.26);
$spookylight.setColor ( 0.36, 0.34, 0.24 );
sys.wait (.2);
$spookylight.setColor ( 0.2, 0.1, 0 );
sys.wait (.1);
$spookylight.setColor ( 0.31, 0.29, 0.19 );
sys.wait (.24);
$spookylight.setColor ( 0.41, 0.39, 0.29 );
sys.wait (.2);
$spookylight.setColor ( 0.21, 0.19, 0.09 );
sys.wait (.3);
$spookylight.setColor ( 0.41, 0.39, 0.29 );
}


To make this work create a light and name it 'spookylight', then create a trigger and simply add KEY call VAL spookylight_trigger.
Hope this helped ;)

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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jun 30, 2012 11:59 pm 
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Check the key/values for a trigger in the editor, there may be something that is telling it to trigger on level load. A trigger touch DOES work but by default it activates every game frame, that would be 30 times a second, if you're in it for a second.

You use a fx if you're using a particle and a sound combo, but the fx, particle and speaker all have options to be activated by triggers which, I'm betting, it runs automatically by default from what you're saying.

Also, sometimes, not sure why, but triggers don't compile for me. i need to duplicate the trigger brush in the editor and the duplicate works.

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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sun Jul 01, 2012 12:04 am 
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Cool, but how do I open the sound shader?


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sun Jul 01, 2012 4:34 am 
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Whatever setting you use in the speaker overrides the sound shader.

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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sun Jul 01, 2012 3:45 pm 
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The Happy Friar wrote:
Whatever setting you use in the speaker overrides the sound shader.

thanks


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jul 14, 2012 1:07 pm 
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Hi I'd like to add a few notes...

when using speaker entities, there is a key of s_waitfortrigger with this key you set the value to 1 so that when its targeted (connected to a trigger) it will fire when activated or else it will 'always be on or it will play once and will make you wonder,waitfortrigger is an important key to use with speakers, and if you want your sound to loop use the key s_looping and val set to 1.

And if you look above in the editor toolbar you'll see two little icons with a speaker shape
ImageImage

these will show your sound radius visually once you have a sound shader selected from the entity inspector sound selection.

Here's an important fact many don't know firsthand especially for new artists using D3edit.

sound in volume is measured in -db (decibels) so 0 is full volume and -3 is -3db in volume using the s_volume key you would enter a minus value to reduce the volume of the sound your using if it's too loud.
max distance and min distance are important too when having your sound reach certain areas, the little speaker icons at the top are useful for showing that.

and s_global key and val: 1 makes the sound carry through the whole level no matter where you are.

most val entries are mostly a one or zero, one being 'ON and zero being 'OFF but there are other keys that use other values with different numbers.

These are just some things I wanted to point out about using speakers and sound.

and when making your own custom sounds you just need to simply write up a sndshd file to have it show up in the editor, myself I find that .ogg files work best rather than .wavs, and .wavs take up lots of space to where .ogg is a nice small file. you can use almost any program to make .ogg files but one in particular I like using for sound editing is goldwave. I'm not sure if audacity saves as .ogg but anyways, I just wanted to share some things I've learned with ya and hope that helps somewhat.

for triggers there are two ways to make one one is dragging a brush on screen and with it still selected right click and select trigger/trigger once or make a brush and with it selected using the entity inspector choose trigger once in the drop down selection and hit create, that should work.

and for lights there is a key of ..key: start off ....then give it a val of 1 to start in the off position before it's triggered, or the opposite with zero for a value and when triggered will turn off when triggered. again do take some time to look at entity properties to understand more of what they can do.

have a good one and more importantly have fun! :)

J


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jul 14, 2012 3:13 pm 
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cool thanks, I also like to ask as well is how do you make the light s turn off slowly?


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jul 14, 2012 5:00 pm 
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Using target_light_fadeout. Create a trigger_once and target it to the entity. Then target the entity to the light. Set a fade time using the 'fadeTime' key. The time is in seconds. You can make the light fade in later using a target_light_fadein, following the same steps.

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 Post subject: Re: A few Question about triggers and lights
PostPosted: Sat Jul 14, 2012 10:16 pm 
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thanks, but can someone give me a decent explanation on how to do "kitty corners"?


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Thu Jul 19, 2012 4:21 am 
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You take your neighbors cat put it in the corner turn off the lights and presto kitty corner.

could you be more specific as to what you mean, seriously without humor , because it could be anything really, from snaps to patch mesh/brushes.
even if the term is arbitrary, you could maybe specify or elaborate a bit, then perhaps the community can help.


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 Post subject: Re: A few Question about triggers and lights
PostPosted: Mon Jul 23, 2012 3:34 pm 
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bladeghost wrote:
You take your neighbors cat put it in the corner turn off the lights and presto kitty corner.

could you be more specific as to what you mean, seriously without humor , because it could be anything really, from snaps to patch mesh/brushes.
even if the term is arbitrary, you could maybe specify or elaborate a bit, then perhaps the community can help.

I suppose like covering up corners so itlooks like a real room I suppose is how I would describe it. I first saw it here viewtopic.php?f=1&t=3277&hilit=kitty+corners


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