Obsidian-Jovani Posted May 13, 2003 Posted May 13, 2003 I made this script for a force_push wall that moves down a hall that takes 15 seconds to stop, but my sound only plays once which lasts for about 2 seconds. Does anyone know why this loop isn't working? Is there something I forgot to add? //Generated by BehavEd rem ( "forcepushwall01.IBI" ); rem ( "Force Push Wall Script" ); rem ( "Script by: Obsidian-Jovani" ); rem ( "When Force Push move the door" ); affect ( "pushwall01", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag("pushwall01_open", ORIGIN)$, $< 0 0 0 >$, 15000.000 ); wait ( -1.000 ); } rem ( "Play sound file door_stone_move.wav" ); loop ( 7 ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/doors/door_stone_move.wav" ); } I know I could edit this sound and make it into a 15 second clip, but that would just make my total file size bigger. I need a better solution. Any ideas? Thanks for your input.
clu Posted May 13, 2003 Posted May 13, 2003 I did this and I know it works, the only thing I see different in your script is that you loop the actual sound instead of a task. Excuse the script code below...I just cut and pasted it from a script I made for a similar thing. So, try defining the task first: -------------------------------------- affect ( "lift01", FLUSH ) { task ( "snd_move" ) { sound ( CHAN_AUTO, "sound/movers/doors/lift_loop03.mp3" ); } -------------------------------------- Then loop the task itself (I added a little delay in mine because the loop started cutting itself off): -------------------------------------- loop ( 15 ) { dowait ( "snd_move" ); wait ( 850 ); } -------------------------------------- Also I wasn't sure what the "wait ( -1.000 );" was doing in your script. Hope this helps. -clu
Obsidian-Jovani Posted May 13, 2003 Author Posted May 13, 2003 Thanks for the advice clu. I'll give that a try. Also I wasn't sure what the "wait ( -1.000 );" was doing in your script. The wait (-1.000) is just in there so the wall door never returns. Hmm. Now that I think about it I don't think I need that in there because the wall door is a func_static not a func_door and the func_static won't return unless I tell it too with another move command.
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