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TriggeredAmbientSound - an old issue?

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
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User avatar
Sat42
OldUnreal Member
Posts: 77
Joined: Mon Dec 21, 2015 2:00 am

TriggeredAmbientSound - an old issue?

Post by Sat42 »

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! :)
Captain_Clark

Re: TriggeredAmbientSound - an old issue?

Post by Captain_Clark »

You can use the WorkingTriggeredAmbientSound from ONP (code below), it works for both UT and 227 :).

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);
  }

}
(I'm also assuming you know how to create a new class in UED)

Hope this helps, Sat!

.......
SZ
.......
Last edited by Captain_Clark on Mon Mar 19, 2018 9:58 pm, edited 1 time in total.
User avatar
Krull0r
Global Moderator
Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: TriggeredAmbientSound - an old issue?

Post by Krull0r »

Sneaks silently in, grab this code, and sneaks out.
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User avatar
Sat42
OldUnreal Member
Posts: 77
Joined: Mon Dec 21, 2015 2:00 am

Re: TriggeredAmbientSound - an old issue?

Post by Sat42 »

LOL Krull0r
You can use the WorkingTriggeredAmbientSound from ONP (code below), it works for both UT and 227 :).

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);
  }

}
(I'm also assuming you know how to create a new class in UED)

Hope this helps, Sat!

.......
SZ
.......
Thanks a lot SteadZ!! :D This is great - and yes I just about know how to create a new class in UED :P

Cheers mate!
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