Removing sound on spike trap...
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- Posts: 11
- Joined: Sun Jul 25, 2004 8:25 pm
Removing sound on spike trap...
After trying to make I spike trap for my map, I got mad from all the failures, and used the one from Arena][. The problem I have is that since there are so mant of them close togeather, that when they go off, the crowd cheers are so loud they drown out every other sound. I've tried changing the opened and closed mover sounds, but that didn't work. Can someone PLEASE help me?
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- Posts: 11
- Joined: Sun Jul 25, 2004 8:25 pm
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- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
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The cheer is caused by a scripted event. Technically, you shouldnt even be able to hear a cheer unless you copied the ai scripts too. The vertical spikes in the map are all one mover, so it only has to trigger one mover. There is also an invisible mover that acts to hold karma corpses in position. Without those, the corpse will end up being pushed by the spikes, instead of skewered by them, in most cases. Remember to set all the movers to block karma. Spike traps are a little tricky to do, but once you understand how the mechanics of it works, its relatively easy to replicate.
It's also probably better to use a killinstigator event rather than using mover encroaching damage, as killinstigator leaves you with a nice, clean kill and a nice, unbutchered corpse to get all stuck in the spikes. Encroach damage has a tendency to gib if its set too high, or simply not be lethal enough if set too low. Plus, with a killinstigator, you can set up a custom damagetype, which gives you a custom kill message and configurable effects properties (like making the corpse twitch on the spikes, as if trying to get off, or writhing in pain). I used these effects in Arena][. It's quite noticeable if you jump squarely onto one of the horizontal barbed spikes. If you get it straight on, you'll die, and your corpse will get stuck there, and twitch as if trying to get off in extreme pain... Makes for some nice death fx.
Yeah, I'm a sick bastard.
It's also probably better to use a killinstigator event rather than using mover encroaching damage, as killinstigator leaves you with a nice, clean kill and a nice, unbutchered corpse to get all stuck in the spikes. Encroach damage has a tendency to gib if its set too high, or simply not be lethal enough if set too low. Plus, with a killinstigator, you can set up a custom damagetype, which gives you a custom kill message and configurable effects properties (like making the corpse twitch on the spikes, as if trying to get off, or writhing in pain). I used these effects in Arena][. It's quite noticeable if you jump squarely onto one of the horizontal barbed spikes. If you get it straight on, you'll die, and your corpse will get stuck there, and twitch as if trying to get off in extreme pain... Makes for some nice death fx.
Yeah, I'm a sick bastard.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
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- Posts: 11
- Joined: Sun Jul 25, 2004 8:25 pm