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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »sound dialog script dude.

Author Topic: sound dialog script dude. (3 messages, Page 1 of 1)
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DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 9, 2012 02:21 PM    Msg. 1 of 3       
Hello, thank you very much to the members who have supported me with the dialogues of the project (op_sm), well I have some files dialogue already in hand. But I have a question, and going to the dialogues that have implemented on their maps STYLE SINGLE PLAYER. that script used for the biped say the dialogues in a cutscene or in game. and that unless it were finished, nothing happens. as the script (Sleep Until, Example, in a scene called for air support, but the dialogue and do not end up a dialogue, not true air support.

In itself, that scripts used in these cases


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 9, 2012 04:17 PM    Msg. 2 of 3       
I am having difficulty understanding exactly what you want. So, you want the script to not be able to continue, if certain sounds are playing? How did you start your sounds? If you started them with scripts, you can check the time remaining in the script (sound_impulse_time <sound>)
that command will return the number of game ticks (30 == 1 second) left for a sound that was started with (sound_impulse_start <sound> <object> <real>)

So, if you're waiting until none are playing, you would want something like
(sleep_until (and (= (sound_impulse_time <sound>) 0) (= (sound_impulse_time <sound>) 0)) 15)

If this isn't what you where looking for, could you please explain clearer.


DFagent007
Joined: Nov 11, 2010

Project Operation Secret Mision XD


Posted: Dec 9, 2012 07:30 PM    Msg. 3 of 3       
Yes, that was it thanks

 

 
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