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FPSC Classic Scripts / Command Talkordered and noiseheard

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Teabone
Valued Member
18
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Joined: 8th Jun 2006
Location: Canada
Posted: 21st Aug 2012 08:21
I have two questions:

1)
Is it possible to use talkordered command with OGG files? It works with the sound command. But I\'d like to have a sequence of sounds that are in OGG format play. I tried talkrandom and it plays the first OGG file out of a sequence.

2)
What is the difference between noiseheard and aiheardsound? I haven\'t really tested out the aiheardsound much but with the noiseheard i noticed a funny issue. I have enemies respond to sounds... by making a sound of their own and I think it caused an issue with other enemies doing the same creating this constant loop of sounds.

The Storyteller 01
15
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 21st Aug 2012 10:24
Afair NOISEHEARD is a "regular" FPSC command while AIHEARDSOUND is part of the DarkAI added in 1.17(?).

I couldn't say which works better or more reliable though, most combat scripts simply rely on PLRCANBESEEN.

In case you find my grammar and spelling weird ---> native German speaker ^^
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 21st Aug 2012 15:20
Quote: "3.4.1.11 NOISEHEARD
Description: Is true if the entity can hear a noise. If true the sound is set as a possible target for the entity.
The engine determines this by comparing the strength of the sound to the distance between the entity and the sound using the following test: 10 x SoundStrength > Distance.
Example 1: SoundStrength = 6, Distance = 55
10 x SoundStrength = 60 (> Distance = Yes, sound heard)
Example 2: SoundStrength = 6, Distance = 100
10 x SoundStrength = 60 (> Distance = No, sound not heard)
Any sound heard within 50 units is ignored.
Example: :noiseheard:state=1"


Quote: "3.7.1.8 AIHEARDSOUND=X
Description: Is true if the character heard a sound within X units.
Range: X = Any value.
Example: :aiheardsound=100:state=1"


ched80 script syntax list.

Teabone
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Joined: 8th Jun 2006
Location: Canada
Posted: 22nd Aug 2012 07:26 Edited at: 25th Aug 2012 09:38
I use his syntax PDF all the time infact I never close it lol

I'm just going to assume both commands consider a sound ANY sound that is played/made. Is there any way to get an entity to ignore sounds made by a specific entity?

Teabone
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Joined: 8th Jun 2006
Location: Canada
Posted: 27th Aug 2012 01:48
I do not believe the commands talkorder and talkrandom work. I have tried both and all they do is play the first WAV file in the sequence, never the others. I titled them sound2,sound3,sound4 etc

Teabone
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Location: Canada
Posted: 29th Aug 2012 08:10
Can anyone else out there make talkorder or talkrandom work?

maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 29th Aug 2012 10:33
maybe its the same as with soundcommands so you have to change state to make them work. may you show us the script you´ve written..

Teabone
Valued Member
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Joined: 8th Jun 2006
Location: Canada
Posted: 10th Sep 2012 23:12
I get headaches when trying to understand how states work.

So rather than have the script call the same state I have to make as many states as their are sound files?

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