Been fiddling with the scripting and this is what I came up with. But for some reason, no matter how far away I am I can still hear the fire sound. And it really doesn't get much louder.
what I am using:
;Artificial Intelligence Script
;Header
desc = Sound loop and appear instantly
;Triggers
:state=0:plrdistwithin=4,soundscale=0,loopsound=$0,setalphafade=100,runfpidefault=1,state=1
:state=1:plrdistwithin=3,soundscale=25,loopsound=$0,setalphafade=100,runfpidefault=1,state=2
:state=2:plrdistwithin=2,soundscale=55,loopsound=$0,setalphafade=100,runfpidefault=1,state=3
:state=3:plrdistwithin=1,soundscale=100,loopsound=$0,setalphafade=100,runfpidefault=1,state=0
;End of Script
Pictures:
This is in a 10 X 10 square map(10 blocks wide,10 blocks long)
Image order:
"Faraway"
"middlemap"
"GettingCloser"
"closerYet"
"AlmostonTop"
tried this way too...It gets louder and fades, but never goes away.
QUESTION: How does the "plrdist" commands relate to the actual grid in FPSC? is it one for every square?
;Artificial Intelligence Script
;Header
desc = Sound loop and appear instantly
;Triggers
:state=0:plrdistfurther=10,soundscale=0,state=1
:state=1:plrdistwithin=3,soundscale=25,loopsound=$0,setalphafade=100,runfpidefault=1,state=2
:state=2:plrdistwithin=2,soundscale=55,loopsound=$0,setalphafade=100,runfpidefault=1,state=3
:state=3:plrdistwithin=1,soundscale=100,loopsound=$0,setalphafade=100,runfpidefault=1,state=4
:state=4:plrdistwithin=2,soundscale=55,loopsound=$0,setalphafade=100,runfpidefault=1,state=5
:state=5:plrdistwithin=3,soundscale=25,loopsound=$0,setalphafade=100,runfpidefault=1,state=6
:state=6:plrdistfurther=10,soundscale=0,state=0
;End of Script
LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003