How do I use a DC to loop music?
None.
check out Falkoners Google Page for info on deathcounts I cant count on music looping to be there but
you should have a place with 2 locations and blank terrain (no loc)1 should be on/other is off
Any unused computer player
player 1 brings X unit to X location
Set deathcount for X player to 1
Move X unit at X location to the middle of the switch
Preserve Trigger
Any player
Death Counts for X player is 1
Play .wav file for X player
Preserve Trigger
then if the player brings the unit to off set deathcounts back to 0 so it doesnt play is that how it works?(use DC's as switches?)
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I don't understand what cheeze does there, but the easiest you can do is these 2 triggers:
(You will need only 1 location for the on/off switch and 1 DC for the delay to play the wav)
When the player moves the civ out of location 'Music on' the current music loop plays until its end and won't start again as long as the player keeps the civ out of the location.
Music counter:Human Players
Conditions:Always
Actions:Subtract 1 for deaths of 'Music DC' for Current Player
Preserve
Music on:Human Players
Conditions:Current Player brings at least 1 civ to 'Music on'
Current Player has suffered exactly 0 deaths of 'Music DC'
Actions:Set deaths of 'Music DC' to 1613 for Current Player
Play wav
Preserve
Post has been edited 1 time(s), last time on Dec 25 2007, 4:45 am by NudeRaider.
Thanks for the help. It worked. However, I'd like to know how you calculated 1613 for future reference.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Lenght of the wav in seconds * 11.8.
1 realtime second has 11.8 dc counts.