Looping Multi_managers And Ambient Sounds

RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
due to the very good selection of ambient sounds that came with ns (and many from the original half life that fit the style) i find it nice to create a looping multimanager that plays a series of ambient_generics and target_mp3audios. It adds alot to the atmosphere of a map to hear a distant alien howl for example every now and then. I don't know if this has been brought up before but i felt like sharing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    ns_caged (marine spawn) and lot more maps have such.
    In ns_caged I dont like the anoying reload klicks as alien when we killed the base , marines relocated and i still hear reload-klicking.

    ns_titan (i think) has this sounds used in RR on marine Side "follow me, this way, ... " on alien side "growl , chuckle, roarr..."
    Its nice, just used too much.

    -> make them "random", rare and make intelligent triggers.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--Ollj+Feb 22 2003, 10:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 22 2003, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ns_titan (i think) has this sounds used in RR on marine Side "follow me, this way, ... " on alien side "growl , chuckle, roarr..."
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think you mean Tanith... I am making Ns_Titan6, and it's not been released yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I didn't think you could loop multimanagers, can you?

    I figured they just put trigger relays in those places, which just get triggered over and over with a delay of around 2/3 minutes on them.
  • RizzmondRizzmond Join Date: 2002-11-03 Member: 6105Members
    you can loop multimanagers, just make it trigger itself after everything else has been triggered and check the multithreaded flag. You can do this in certain locations, but i was talking more about an ambient_generic or target_mp3audios that playeverywhere every 120 secs or so, its actually quite nice ingame. At the begining of ns_eclipse a distant alien howl sounds which is quite nice, but with looping multimanagers you can make many more sounds everyonce and awhile quite easily
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    ...or you could just use trigger_random.
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