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Author
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Topic: Time delay (need help)
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John. Lincoln Member Posts: 1065 From:england uk Registered: Oct 2001
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posted 02-27-2002 04:55 AM
can anyone tell me how to do a time delay on a sound wave in the editor? i want to trigger it, but i want the sound to play about 5 secs later, can this be done and if so then how? Thanx in advance------------------ download my lara's home level Lara's Coastal Home + LHC Wave Files + read a review here includes: 6 hidden artifacts + jeep race course + loads of traps and puzzles and much, much more IP: Logged |
Yasin Member Posts: 270 From:Netherlands Registered: Jan 2002
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posted 02-27-2002 05:59 AM
For all delay triggers it used to put a negative number in the timer field, now i dont know if this goes for cd triggers But it does works fordoor types like, if you want a door to open after 5 seconds then you put -5 in timer, after lara stepped off of the trigger the door timer will start to count from -5 > 0 -5 -4 -3 -2 -1 0 and ofcourse for letting a door open for 5 sec 5 4 3 2 1 0  Hope it will work ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
John. Lincoln Member Posts: 1065 From:england uk Registered: Oct 2001
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posted 02-27-2002 06:40 AM
no cant get it to work i thought about triggering to play the sound twice but i dont know how to do that either  ------------------ download my lara's home level Lara's Coastal Home + LHC Wave Files + read a review here includes: 6 hidden artifacts + jeep race course + loads of traps and puzzles and much, much more IP: Logged |
Yasin Member Posts: 270 From:Netherlands Registered: Jan 2002
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posted 02-27-2002 08:33 AM
I think this means that cd tracks arent able to be timed, well you can do this Create a new room which is somewhere in the whole 2d map, create a slope with rolling ball. Now if you make the slope for a certain lenght like about 5 sec, then put a rolling ball and a heavy trigger for the cd, then put the trigger for the rolling ball in the real level.
You wont see or hear the ball cause its in a other room, and for about 5sec it will take the rolling ball to get to the heavy trigger and this will trigger the cd track Expirimental but i think it will work  ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Netslider Member Posts: 578 From:Entroncamento, Portugal Registered: Feb 2001
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posted 02-27-2002 08:44 AM
I thought it had to be -20 for each second of delay, like if you want to delay something for 5 seconds, put a -100 in the timer field.------------------ Keep visiting Tomb Raider Level Editing: IP: Logged |
John. Lincoln Member Posts: 1065 From:england uk Registered: Oct 2001
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posted 02-27-2002 10:32 AM
netslider i tried your idea and it didnt work, but thanx anyway  yasin, your idea works a treat! ive tested it out now and it works great! thanx so much! i never would of thought of doing that!  ------------------ download my lara's home level Lara's Coastal Home + LHC Wave Files + read a review here includes: 6 hidden artifacts + jeep race course + loads of traps and puzzles and much, much more IP: Logged |
Alexis Rombaut Member Posts: 186 From:Belgium Registered: Jul 2001
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posted 02-27-2002 04:12 PM
quote: Originally posted by Yasin: I think this means that cd tracks arent able to be timed, well you can do this Create a new room which is somewhere in the whole 2d map, create a slope with rolling ball. Now if you make the slope for a certain lenght like about 5 sec, then put a rolling ball and a heavy trigger for the cd, then put the trigger for the rolling ball in the real level.
You wont see or hear the ball cause its in a other room, and for about 5sec it will take the rolling ball to get to the heavy trigger and this will trigger the cd track Expirimental but i think it will work 
I use plenty of these unorthodox triggers in my levels. Whenever you cannot figger out how to manage a certain trigger sequence, use the rolling balls. In combination with raising blocks on the slope, you can delay, deactivate, reactivate, apply "AND" "OR" "NOT" functions on triggers. In one of my levels "Energy Core" the core goes critical. You have to shut him down in 1 minute or Lara dies. When core goes critical, the rolling ball is triggered. At the same time a raising block is raised on the slope (timed trigger). The ball is halted by the block. After one minute it lowers, the ball rolls further and boom (death triggers,flipmaps,...) unless you shut down the core. In such case I trigger an extra raising block on the slope. So that the balls never gets below and Lara survives. Another trick is the continious flipping of a room. By making a two sided slope, the rolling ball will keep rolling from one top to the other. By putting an flipmap and a flipoff on the tops, the flipmap will start "flipping" forever. This is great when you want to make alert scene with the room lighting flipping between red and white. Using these combinations of roling balls & rasing blocks your trigger possibilities are enormous.
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Visit my site at: http://users.skynet.be/Alexis.Rombaut/index.htm
[This message has been edited by Alexis Rombaut (edited 02-27-2002).] IP: Logged |
John. Lincoln Member Posts: 1065 From:england uk Registered: Oct 2001
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posted 02-27-2002 04:18 PM
hey thanx for all that info! you have been very helpful  ------------------ download my lara's home level Lara's Coastal Home + LHC Wave Files + read a review here includes: 6 hidden artifacts + jeep race course + loads of traps and puzzles and much, much more IP: Logged |