Hi!
I have here an unfinnished code, so much unused, so I can't use Parsec on it.
I believe you know what this code is all about... Anyway, the problem lies in the pulse. First off, the sound... When I play a random lightsaber sound, it doesn't play a random lightsaber sound, but plays the first sound it gets it's hands on. At first, when I had only come to SetPulse(0.1); and there were quite a few gaps in the keyframes and what people were going to say, instead of lightsaber sounds that I had picked out, there was the activate01.wav playing all the time. I decided to fill in all gaps, with temporary stuff like a tuskan sound for him, reeyee sounds for him, etc. and random keyframes, the sound changed but not to the sabers, but to a tuskan. I gave tuskan sounds to Mr. zup3. Could someone help me find why the connection? I think it's in zup3_WAZZUP, but why? All other sounds are OK.
/Edward
I have here an unfinnished code, so much unused, so I can't use Parsec on it.
Code:
# WAZZUUUUUUUUUUUUUUUUUUUUUUUUP! # # By Edward symbols message startup message pulse thing ug thing zup1 thing zup2 thing zup3 thing aahz thing ugcam thing ugcampiv thing zup1cam thing zup2cam thing zup2cam2 thing zup3cam thing aahzcam thing tvlight thing backlight1 thing backlight2 surface callswitch1 surface callswitch2 surface tv model bottlezup2 model phonezup2 model bottlezup3 model phonezup3 model bottleug model phoneug model bottleandphonezup2 keyframe ug_chillin keyframe ug_takephone keyframe ug_phone keyframe ug_WAZZUP1 keyframe ug_WAZZUP2 keyframe ug_WAZZUP3 keyframe ug_saywhat keyframe zup1_chillinphone keyframe zup2_enter keyframe zup2_walk keyframe zup2_takephone keyframe zup2_phone keyframe zup2_phoneWAZZUP keyframe zup2_walkphone keyframe zup2_takecall keyframe zup2_call keyframe zup2_callWAZZUP keyframe zup2_letin keyframe zup3_chillin keyframe zup3_takephone keyframe zup3_phone keyframe zup3_phoneWAZZUP keyframe aahz_WAZZUP sound ug_hello sound ug_watsup sound ug_game sound ug_true sound ug_WAZZUP sound ug_pickupphone sound ug_AAAAAA sound ug_que sound zup1_watsup sound zup1_game sound zup1_who sound zup1_WAZZUP sound zup1_ehduke sound zup1_AAAAAA sound zup1_bud sound zup2_WAZZUP sound zup2_yo sound zup2_wheresduke sound zup2_AAAAAA sound zup2_hangon sound zup3_yo sound zup3_WAZZUP sound zup3_AAAAAA sound aahz_WAZZUP1 sound aahz_AAAAAA1 sound aahz_WAZZUP2 sound aahz_AAAAAA2 sound phonerings sound phoneclickup sound phoneclickdown sound callerbeep sound callerclick1 sound callerclick2 sound saberfighting0 sound saberfighting1 sound saberfighting2 sound saberfighting3 sound saberfighting4 sound saberfighting5 sound saberfighting6 sound saberfighting7 sound saberfighting8 sound saberfighting9 sound saberfighting10 sound saberfighting11 sound saberfighting12 sound saberfighting13 sound saberfighting14 sound saberfighting15 sound saberfighting16 sound saberfighting17 sound saberfighting18 material ugsface material zup1sface material zup2sface material zup3sface int ugk=-1 local int zup1k=-1 local int zup2k=-1 local int zup3k=-1 local int aahzk=-1 local int ugface=0 local int zup1face=0 local int zup2face=0 local int zup3face=0 local int aahzface=0 local int ugaaa=1 local int zup1aaa=2 local int zup2aaa=3 local int zup3aaa=4 local int aahzaaa=5 local end # code startup: SetActorFlags(GetLocalPlayerThing(),0x800000); SetCurrentCamera(0); SetCameraFocus(0,ugcam); AttachThingToThing(ugcam,ugcampiv); sleep(1); ugk=PlayKey(ug,ug_chillin,1,0x0); zup1k=PlayKey(zup1,zup1_chillinphone,1,0x0); SetThingRotVel(ugcampiv,'0 90 3'); SetThingModel(zup3,bottlezup3); sleep(1); StopThing(ugcampiv); ThingLight(tvlight,.1,1); ThingLight(backlight1,1,1); ThingLight(backlight2,1,1); SetThingRotVel(ugcampiv,'0 -30 -1'); sleep(1); SetPulse(0.1); sleep(2); StopThing(ugcampiv); sleep(1); PlaySoundLocal(phonerings,1,0,0x0); sleep(1); StopKey(ug,ugk,1); ugk=PlayKey(ug,ug_takephone,1,0x4); sleep(GetKeyLen(ug_takephone)/2.00000000); SetThingModel(ug,phoneug); PlaySoundLocal(phonerings,1,0,0x0); sleep(GetKeyLen(ug_takephone)/2.00000000); StopKey(ug,ugk,1); ugk=PlayKey(ug,ug_phone,1,0x0); PlaySoundLocal(ug_hello,1,0,0x0); ugface=1; print("Hello?"); sleep(GetSoundLen(ug_hello)); ugface=0; SetCameraFocus(0,zup1cam); zup1face=1; return; pulse: SetWallCel(tv,rand()*8); if(rand()>.5) { ThingLight(tvlight,1,0.1); } else { ThingLight(tvlight,.1,1); } PlaySoundPos(saberfighting0[rand()*18],GetSurfaceCenter(tv),.25,0,10,0x0); if(ugface==1) { SetMaterialCel(ugsface,rand()*1); } else if(ugface==2) { SetMaterialCel(ugsface,2); } else { SetMaterialCel(ugsface,0); } if(zup1face==1) { SetMaterialCel(zup1sface,rand()*13); } else if(zup1face==2) { SetMaterialCel(zup1sface,16); } else { SetMaterialCel(zup1sface,0); } if(zup2face==1) { SetMaterialCel(zup2sface,rand()*13); } else if(zup2face==2) { SetMaterialCel(zup2sface,16); } else { SetMaterialCel(zup2sface,0); } if(zup3face==1) { SetMaterialCel(zup3sface,rand()*13); } else if(zup3face==2) { SetMaterialCel(zup3sface,2); } else { SetMaterialCel(zup3sface,0); } return; end
I believe you know what this code is all about... Anyway, the problem lies in the pulse. First off, the sound... When I play a random lightsaber sound, it doesn't play a random lightsaber sound, but plays the first sound it gets it's hands on. At first, when I had only come to SetPulse(0.1); and there were quite a few gaps in the keyframes and what people were going to say, instead of lightsaber sounds that I had picked out, there was the activate01.wav playing all the time. I decided to fill in all gaps, with temporary stuff like a tuskan sound for him, reeyee sounds for him, etc. and random keyframes, the sound changed but not to the sabers, but to a tuskan. I gave tuskan sounds to Mr. zup3. Could someone help me find why the connection? I think it's in zup3_WAZZUP, but why? All other sounds are OK.
/Edward