Waving in the wind ...


(nUllSkillZ) #1

Hi,

I have had the idea to enhance SD’s idea of environmental sound-effects to general environment-effect’s.

Just as info:
In “Goldrush” a dog barks and a cock crows in some areas of the map.

Shutters could wave in the wind (actually I 've had this idea as I 've played Dubrovnik yesterday evening).
Doors could slam.

Triggered by several triggerzones that en- and dis-ables each other.
So that the effect isn’t triggered every time from the same place.

I think I haven’t seen this yet in (ET)-MP-maps


(Malverik) #2

sounds good but how many different script_movers entity and script routines can you run at the same time before the game speed starts to suffer?


(capslock trojan) #3

cant you just do it with sps?
ingame with that /editspeakers stuf?


(Aikon) #4

If I’m following this right, null means that the clappers on the windows would be slamming, a door would be slamming also, and stuff like that, which would be cause by wind. Cool idea, btw, but, I don’t think there would be an ability to trigger all of those script_movers at different times. Maybe with “alter_entity” once the triggering for the first one would be done, but then again…I’m still a dummy when it comes to script_movers -_-’ …


(The Wanderer) #5

the speaker editor utility is very nice and it allows for what you’re trying to make. It has a random setting also which plays a sound file at random time intervals, the bounds of which you can specify.


(nUllSkillZ) #6

I mean that you also can see the shutters move for example.
And not only hear them.


(G0-Gerbil) #7

That’s easy enough, you just trigger the SPS at the same time as starting the animation.
Easy for doors and other stuff - I use this for the shutters in Helmsdeep above the main gate.