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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »The infamous bloodgulch mod!

Author Topic: The infamous bloodgulch mod! (9 messages, Page 1 of 1)
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xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 18, 2013 03:40 PM    Msg. 1 of 9       
Ok no I'm not going to throw a bloodgulch variant at you, but I have recently just been looking at what I can do with maps in guerilla and sapien. I have a question though, is there any possibility to add looping music to multiplayer? I know there are sound-environment tags, but these reset every single time the player dies. I'm looking to somehow add looping music throughout the multiplayer match. In addition if I could change songs after one ends that would help too, but if not I can just turn multiple radio tunes into one sound tag and then use that.

I'm trying to do this w/o scripts but if that is impossible, then I'm ok with that.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 18, 2013 03:49 PM    Msg. 2 of 9       
Lol do the music like in Halo 4 when he says "Enemy Team Nearing Victory"
...is that what you kinda mean? just faint BG music?


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 18, 2013 03:58 PM    Msg. 3 of 9       
Just music in the background of a multiplayer match (the whole way through) that doesn't reset when the player dies, yeah.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 18, 2013 04:00 PM    Msg. 4 of 9       
As far as I know that doesn't work too well in MP. In an SP map the music just restarts the current loop upon death, so on second thought I don't think it works at all. But maybe just swap out the bloodgulch BG noises with your music?


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 18, 2013 04:06 PM    Msg. 5 of 9       
I've done that, that's what a sound environment tag is. That too resets on death.


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 18, 2013 04:10 PM    Msg. 6 of 9       
I know what a sound environment is, no need to get snippy lol.
...I'm afraid I really don't know what to do. Quick! To the KirbyMobile!


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Dec 18, 2013 11:03 PM    Msg. 7 of 9       
Well, the only way I could think of without making it restart is the very simple script.

(script startup scriptname
(sound_looping_start sound none 1)
)


clonecam117
Joined: Dec 11, 2012

Now a professional VFX/particle effect artist.


Posted: Dec 20, 2013 03:55 PM    Msg. 8 of 9       
Obviously you can see that this idea was already discussed.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Dec 25, 2013 09:38 PM    Msg. 9 of 9       
Thanks sparky, I'm working on it and your tutorials help a lot.
edit: nvm figured it out

edit numero dos
can someone explain this tool error to me?

importing sound\tutorial\behappy
file_read('data\sound\tutorial\behappy\behappy.wav') error 0x000003e6 'Invalid access to memory location.
### failed to import: couldn't locate samples in file.

I'm using Yoda's long-sound tutorial here: https://www.youtube.com/watch?v=lOGvN85yuxk
Edited by xnx on Dec 25, 2013 at 09:48 PM
Edited by xnx on Feb 19, 2014 at 01:12 PM

 

 
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