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Posted: Sat Apr 19, 2003 8:01 am
Subject: [Info] Alarm Sounding in game?? WSJ...??
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Hello Wolf I have a question for you; HOW THE HELL HAVE YOU DONE THE ALARM IN YOUR GAME!!. I have tried a BILLION of things but I'M not able to do it. So PLEEEEAAAAASE tell me how to do the alarm
Thanks A LOT!
- Alex |
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Posted: Sat Apr 19, 2003 2:19 pm
Subject: Re: [Info] Alarm Sounding in game?? WSJ...??
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Well... I never could get it to work perfectly... and I'm sure that the code gurus would be able to find out a much better method than the one I used.
What I did is really not that complicated... in fact, it's kind of stupid...
All I did was create a new enemy (much like a ghost which doesn't move), then I assigned a function to one of its "chase" frames that makes a noise.
When the alarm is not alerted, it just stands there. When it gets "sounded" (actually, it just "sees" or "hears" the player the way an enemy does ) it goes into its "chase" frame, but instead of chasing the player, it makes a noise.
For the noise function, you could just use something like this:
::: CODE :::
void A_Alarm (objtype *ob)
{
madenoise = true;
if (areabyplayer[ob->areanumber])
PlaySoundLocActor(ALARMSND,ob);
}
I've noticed that it USUALLY alerts enemies, but not always... so this might not be a good thing to use... It was the best way I could think of...
I'm not a good programmer... ... I just try to use whatever works for my ideas. |
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Posted: Sat Apr 19, 2003 4:23 pm
Subject: Re: [Info] Alarm Sounding in game?? WSJ...??
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Can you put more details please because I have try a lot of thing and the alarm dont work |
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Dugtrio17
Code Master

Joined: 11 Mar 2003
Last Visit: 03 Oct 2013
Topics: 49
Posts: 901
Location: Seattle

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Posted: Sat Apr 19, 2003 9:01 pm
Subject: Re: [Info] Alarm Sounding in game?? WSJ...??
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I was going to do mine (in one of my projects, the one I'm doing alone) by creating a special wall with the alarm box drawn on it with an invisible bonus item that only the enemy could pick up in front of it (you'd have to put it there with FloEdit or MapEdit, of course), making the alarm sound. See MCS' tutorial on making guards pick up bonus items to make the bonus item invisible.
Good luck!  |
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wolf3dbreaker
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009
Topics: 31
Posts: 196
Location: Philippines

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Posted: Fri Jun 13, 2003 11:34 pm
Subject: Re: [Info] Alarm Sounding in game?? WSJ...??
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If Arturo comes back, why don't you ask him? our alarm is like this. but I don't know how to code it. it is like, if you are in Can I play daddy? difficulty level, when the alarm is sounded, it becomes Bring Em on and the guards of the Bring Em on will come out. but only for that level. (duh!)
and if it on Bring Em on, it becomes I am death Incarnate. But The alarm is Disabled in the Death Incernate  |
_________________ Gone from the community for a while. Will be back on July
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Reivax44
Bring 'em On


Joined: 25 Apr 2003
Last Visit: 26 Aug 2010
Topics: 3
Posts: 140
Location: Adelaide.

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Posted: Sun Jun 15, 2003 11:18 pm
Subject: Re: To WSJ...
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... very clever! Which TC are you talking about? Is it the one with RTCW graphics etc.?
@Demolition Derby... you'll have to try it out! By the way... I'm starting to make the demo again after what happened last week...
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_________________ 95% of people tip-toe through life hoping to make it safely to DEATH!
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wolf3dbreaker
I am Death Incarnate


Joined: 09 Jun 2003
Last Visit: 29 Sep 2009
Topics: 31
Posts: 196
Location: Philippines

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Posted: Mon Jun 16, 2003 3:32 am
Subject: Re: To WSJ...
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Yes it is. and our TC, Castle wolfenstein assault will be delayed for 2 months. it is because I just recieved my report card and my mom and dad didn't like it! In fact, I shouldn't be in the PC right now! I am grounded for 2 months so It might be delayed in a few months  |
_________________ Gone from the community for a while. Will be back on July
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Reivax44
Bring 'em On


Joined: 25 Apr 2003
Last Visit: 26 Aug 2010
Topics: 3
Posts: 140
Location: Adelaide.

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