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Posted

I want to simulate a conversation.

There are three sounds that are played to the whole coalition.

I have a trigger so that when a unit enters the trigger zone, there is an action with three 'sound to all'  actions , each with a different sound. However, only the last sound is played.

How can I do this?

I want to keep the sounds separate so that eventually I can select different sounds based on the circumstances but I cannot get even this simple sequence to fire.

4930K @ 4.5, 32g ram, TitanPascal

Posted

I have not looked at the sound to the coalition, but "radio transmission" feature, which also plays sounds, has a delay option. Using that feature, combined with multiple transmissions, and some fairly trivial timing may do the thing you want.

Posted

I dont want a radio transmission - rather a sound played to all units. Radio transmissions require a frequency and sometimes players dont tune their radios

4930K @ 4.5, 32g ram, TitanPascal

Posted
2 hours ago, skypickle said:

.

I have a trigger so that when a unit enters the trigger zone, there is an action with three 'sound to all'  actions , each with a different sound. However, only the last sound is played.

How can I do this?


that behaviour is by design … all the actions on a single trigger are executed so fast that the sound 1 is overlapped by the second and that one is overlapped by the third.

what you have to do is separate the statement onto three triggers, with only one sound on each. 
 

your current trigger plays only the first sound and sets a flag, say "sound 1 playing", on the second trigger have the condition "time since flag, sound 1 playing, set as time the duration of sound 1 plus the time lapse you want between sounds. This second trigger plays the 2nd sound and sets a second flag "sound 2 playing".

the third trigger would play the 3rd sound and have a condition  "time since flag, sound 2 playing, and an appropiate time.

 

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