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#1 |
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Archaeologist
Join Date: Apr 2010
Location: New York
Posts: 2,328
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Is it possible to trigger a certain audio number when you pull out a specific weapon?
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My Current Projects: Legends of Ubar |
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#2 |
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Relic Hunter
Join Date: Jan 2009
Location: Austria (NOT Australia!!!) Gender: Male
Posts: 5,398
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Make a Triggergroup of these two...Should be working
[If Lara is holding the grenadegun, the audio 035 is played a single time ]1st trigger: Exporting: CONDITION(35:0) for PARAMETER(5) ; <#> : Holding_GrenadeGun ; <&> : Lara. (Holds) Lara is holding/driving the <#>item ; (E) : ; Values to add in script command: $8000, 5, $23 2nd trigger: Exporting: TRIGGER(35:0) for FLIPEFFECT(68) ; <#> : Sound. (CD) Play <&>CD track in (E) way on channel1 ; <&> : AUDIO\035 ; (E) : Single playback ; Values to add in script command: $2000, 68, $23 Could also work with an old CD trigger (then no Triggergroup is needed) but I recall some people saying, that it doesn't work for everyone in TRNG...
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You're not just a regular moron. You were DESIGNED to be a moron. Last edited by Soul; 28-12-10 at 21:32. |
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#3 | |
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Explorer
Join Date: Apr 2001
Posts: 819
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Quote:
..if you want, you can trigger it any times you wish, just change the (E) value
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#4 |
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Archaeologist
Join Date: Dec 2008
Location: Canada
Posts: 2,176
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Would it not be possible to do it with just a combat trigger? Place the audio trigger, then the combat trigger above it?
EDIT: Nevermind, I thought you were asking something else. Sorry
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#5 |
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Archaeologist
Join Date: Nov 2007
Posts: 1,689
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Sopulīs suggestion leads in the right direction, but use a GT with this condition instead (GT_CONDITION_GROUP and this condition or there is also a GT_LARA_HOLDS_ITEM and also use the flag FGT_SINGLE_SHOT_RESUMED). A CD-trigger isnīt usable here, because you canīt export it). Not sure, if you can export an animcommand in a gun-animation and therefore if this works out.
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#6 |
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Explorer
Join Date: Apr 2001
Posts: 819
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Raymond, there are new flipeffects for sound that can be exported as anim commands or script commands, like this one:
Code:
Add a SetPosition anim command with following values: Set Position [-24576] [68] [0] Infos about exported trigger ------------------------------------------------------------------------------- Exporting: TRIGGER(0:0) for FLIPEFFECT(68) <#> : Sound. (CD) Play <&>CD track in (E) way on channel1 <&> : AUDIO\000 (E) : Single playback AnimCommand: Frame=0 -------------------------------------------------------------------------------
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#7 |
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Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 22,474
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Raymond knows that.
He was talking about the old original CD trigger Soul referred to, which can also still be used in the NGLE. That trigger can't be exported.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#8 |
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Explorer
Join Date: Apr 2001
Posts: 819
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Oh, sure, my mistake, sorry
I haven't read properly last line on Soul's post
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#9 | |
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Student
Join Date: Jul 2007
Location: Italy Gender: Male
Posts: 171
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Quote:
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#10 |
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Archaeologist
Join Date: Nov 2007
Posts: 1,689
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Yes, as I said, this is no problem. The GT-solution is still available for you.
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