Sorry for perhaps opening open doors but I would like to know if TriggeredAmbientSound could be made to work as intended?
Old web pages (BeyondUnreal) suggest it was always an issue and coders came with alternatives, such as YoMammy but I can't get my hands on such alternatives it seems.
Meanwhile I replaced the use of TriggeredAmbientSound with a mover which emits sound. Not the most elegant solution I know, so if anyone has a working trigger for this purpose or simply knows how TriggeredAmbientSound can be made to work, I would be grateful!
For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
TriggeredAmbientSound - an old issue?
- Sat42
- OldUnreal Member
- Posts: 77
- Joined: Mon Dec 21, 2015 2:00 am
Re: TriggeredAmbientSound - an old issue?
You can use the WorkingTriggeredAmbientSound from ONP (code below), it works for both UT and 227 .
(I'm also assuming you know how to create a new class in UED)
Hope this helps, Sat!
.......
SZ
.......
Code: Select all
// ============================================================
// This package is for use with the Partial Conversion, Operation: Na Pali, by Team Vortex.
// WorkingTriggeredAmbientSound : Triggering changes the actor's ambientsound
// ============================================================
class WorkingTriggeredAmbientSound expands Triggers;
var () bool bInitiallyPlaying; //is the sound playing on default?
var () sound TheSound; //the ambience.
function PreBeginPlay()
{
Super.PreBeginPlay();
if (bInitiallyPlaying)
ambientsound=TheSound;
}
function Trigger( actor Other, pawn EventInstigator )
{
if (AmbientSound!=None)
AmbientSound=none;
else
AmbientSound=TheSound;
}
state() TriggerToggled
{
}
state() OppositeWhileTriggered
{
function Trigger( actor Other, pawn EventInstigator )
{
if (AmbientSound==none^^bInitiallyPlaying)
global.Trigger(other,eventinstigator);
}
function UnTrigger( actor Other, pawn EventInstigator )
{
if (AmbientSound!=none^^!bInitiallyPlaying)
global.Trigger(other,eventinstigator);
}
}
Hope this helps, Sat!
.......
SZ
.......
Last edited by Captain_Clark on Mon Mar 19, 2018 9:58 pm, edited 1 time in total.
- Krull0r
- Global Moderator
- Posts: 543
- Joined: Sun Jul 01, 2007 4:07 pm
Re: TriggeredAmbientSound - an old issue?
Sneaks silently in, grab this code, and sneaks out.
- Sat42
- OldUnreal Member
- Posts: 77
- Joined: Mon Dec 21, 2015 2:00 am
Re: TriggeredAmbientSound - an old issue?
LOL Krull0r
Cheers mate!
Thanks a lot SteadZ!! This is great - and yes I just about know how to create a new class in UEDYou can use the WorkingTriggeredAmbientSound from ONP (code below), it works for both UT and 227 .
(I'm also assuming you know how to create a new class in UED)Code: Select all
// ============================================================ // This package is for use with the Partial Conversion, Operation: Na Pali, by Team Vortex. // WorkingTriggeredAmbientSound : Triggering changes the actor's ambientsound // ============================================================ class WorkingTriggeredAmbientSound expands Triggers; var () bool bInitiallyPlaying; //is the sound playing on default? var () sound TheSound; //the ambience. function PreBeginPlay() { Super.PreBeginPlay(); if (bInitiallyPlaying) ambientsound=TheSound; } function Trigger( actor Other, pawn EventInstigator ) { if (AmbientSound!=None) AmbientSound=none; else AmbientSound=TheSound; } state() TriggerToggled { } state() OppositeWhileTriggered { function Trigger( actor Other, pawn EventInstigator ) { if (AmbientSound==none^^bInitiallyPlaying) global.Trigger(other,eventinstigator); } function UnTrigger( actor Other, pawn EventInstigator ) { if (AmbientSound!=none^^!bInitiallyPlaying) global.Trigger(other,eventinstigator); } }
Hope this helps, Sat!
.......
SZ
.......
Cheers mate!