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FPSC Classic Scripts / A Explosive Death

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Meows
13
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 23rd May 2012 11:22
Ok this guy needs to die, and die with a explosion.

The script works great except the blasted explosive sound will not play.
I tried to upload the wav file 216KB and got the this file is over 50 megs (sigh)

I tried talk=$1
I tried plrsound=
I tried sound=
See script.. nothing works.
What am I doing wrong?
I am wondering if it is the rundecal=3 for the fire effect. But
do not think that should make a difference.





Life is a short trip to another world
Meows
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 23rd May 2012 11:36
OK got it working but not as it should be as the explosion happens
a second or two AFTER the character has disappeared.

Yes I know there are 2 sound files.. and I think both are working but will test.

Right now it is really cool. you kill the guy and there is a fire on his feet and when you go to loot him you get a text image saying "There are traps that can kill you" then you hear a beep beep beep and small Boom then another bigger Boom then the big KABOOM.

Thanking of adding a explosion effect but if the sound is off then it would look tacky.



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Meows
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 23rd May 2012 11:44 Edited at: 23rd May 2012 11:47
OK the working script but the sound is still off by a second and you do need both sound references for the explosive sound.


I have tried it all 3 ways, and without both sound references in the script it will not work with sound.
( probably because Ched80 or Northen Fox or Flatlander didn't write the code.)


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Meows
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 23rd May 2012 12:29
Ok sound and timer issue.

I can live with the sound but the etimer does not seem to be working, as 10500 is 10 seconds and change isn't it?

I added player wobble the new item in 119 and increased it to 20 as 10 setting did not seem adequate for a reaction to a major explosion.

Oh and I use the character from Northern Fox media as they have the
explosive pack already built in a backpack. ( well it could be )

any ideas on what is with the etimer please?



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maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 23rd May 2012 14:09 Edited at: 23rd May 2012 14:24
Quote: ":state=20,plrdistwithin=80:hudshow=dizzy,etimergreater=10500,hudfadeout=dizzy
"


etimer is not an action but a condition.
:state=20,plrdistwithin=80,etimergreater=10500:hudshow=dizzy,hudfadeout=dizzy


you dont use the monstersize-soundfile, did you???^^ if so, convert it to ogg using audacity or another prog, ogg is much smaller in size with a good quality, i use it for all additional sounds that dont have to be waves.

offsound comes with loading big soundfiles (even 5mb is not that small, 50mb is overkill ), lag of the game and (mainly) scriptsize and quality, so when fpsc has to check 300 lines a second for a single (and maybe wrong written) script besides the other parts of the game, it would get slow.

Quote: "Ok this guy needs to die, and die with a explosion."


place character, set to explosive "yes" and setup damage when explode (equals damage done and range of area).

then simply setup a mainscript and add

:plrdistwithin=80:etimerstart,sound=x,state=81
:state=81,etimergreater=2000:destroy

(watch out to not use existing states), then go into destroyscript and place your explo-fx here.

:state=0:etimerstart,state=1
:state=1,etimergreater=0:camshake=20
:state=1,etimergreater=1000:camshake=0

something like this. should work then and is very easy to do.
thats the way i would do it.

edit: sorry, i see in your second post that you want this a bit more drama. ok then you have to do it your ways.

gz

Meows
13
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 23rd May 2012 18:10 Edited at: 23rd May 2012 18:12
maho76 thanks for helping, you get brain dead looking at things over and over and miss important stuff.
Quote: "maho76 :
you dont use the monstersize-soundfile, did you"

sound is 200KB, I do not know if that qualifies as a monstersize.
I can convert it though.

Quote: "etimer is not an action but a condition.
:state=20,plrdistwithin=80,etimergreater=10500:hudshow=dizzy,hudfadeout=dizzy

"


I missed that, totally. It was way past my bed time.
I will give it another try.

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JD2
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Joined: 13th Feb 2010
Location:
Posted: 24th May 2012 00:57
Your problem with the sound file could be a codec problem. .WAV is a container file type not a codec.

Where did you get the sound file? How is it encoded? Does it play properly on your computer outside of the game?

The fact that you can't upload that .WAV file to this forum suggests that something is wrong with the file itself. it could be a file permissions problem or the file could be damaged.
Meows
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Joined: 12th Oct 2011
Location: Totally over the Rainbow
Posted: 26th May 2012 11:11
Quote: "JD2

Your problem with the sound file could be a codec problem. .WAV is a container file type not a codec.

Where did you get the sound file? How is it encoded? Does it play properly on your computer outside of the game?

The fact that you can't upload that .WAV file to this forum suggests that something is wrong with the file itself. it could be a file permissions problem or the file could be damaged. "


Actually I made the wave file from recordings and audacity. imported the mpg sounds in and exported as a wave.

As for uploading I can't upload anything. tried a 2kb jpg. a 520kb zip. the 256kb explosive wav. They all say the same thing, file exceeds 50MB. No matter if I use the Attachment Browse or the file uploader applet.

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