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Two questions questions

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Some questions

1. How can I make it so a player has a research already upgraded when the game starts?

2. I'm really struggling with music. I know how to set a default soundtrack, but very often, two music pieces tend to lay to come over each other, which is really annoying to listen to.

Example, here's how an opening cinematic trigger looks:

Event
- Map Initialization

Action
- Pause music sountrack
- Set _music_ to default soundtrack

What ends up happening is that, either there's no music, or there's the default soundtrack plus the new soundtrack playing over each other.

Sometimes, sounds won't play at all, and sometimes they won't play when they are supposed to (but much later).
 
1)
Trigger-5.png

2) Import your music, create a custom Sound, apply the music to that sound, then run a trigger similar to the one shown below.
Note: Instead of setting Default music, simply repeat the song after however many seconds the music is in length.
Example: I have a custom Morrowind soundtrack I want in my game. It is 1:17 long. I will import the music, create a new sound file, name it "Morrowind", apply the soundtrack to the sound, then create 2 different triggers specifically for my sound. First one is Map Initialization, play sound. Second one is Every 1:18, play sound.
Trigger2-1.png

3) Zerg drop pods..? You mean like mercs? There is another thread for such things. Do a forum search.

Edit: Next time, instead of double posting, edit your original post and add it in. L2forum.
 
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Thanks. I figured out the drop pods, so we can drop that for now. Pun very much intended.

About the music trigger: Won't that play in addition to the default music? What if I want some special music for a cinematic, and there's a trigger that keeps playing a soundtrack like yours?
 
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That one has bugged me as well, though I did manage to figure it out, so I can help.

First you need to import then sound. Then you have to save (which should make the name of the file in the import section turn from green to gray or blue). The last step is vital.

Then, go to the data editor, and the sound section. Right-click anywhere on the list of sounds, and click "Add Object". Give it a name (say, "New Sound" and ID, ignore the rest, and click "OK".

On the top-right of your new object, there will be an empty list where you can add sounds. Right-click anywhere on the empty list, and you'll get a "Add Sound" option. Click it, add your sound, and when you go back to the trigger section, where you search for the name you gave it in the data editor (which might or might not be the same as the name of the sound itself - that's up to you), and voila, you are done.
 
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