--looping sounds still loop forever, don't loop long enough, over-lap, or crash --sounds go out of sync if delta time isn't so out of whack that guns melt through terrain just laying there. --start sounds based on timers in MS should be synced up with spin-up times that are also in MS... they're not. --there is a delay after spin-up time before the first shot is fired that makes the whole thing go out of sync even worse
Long story short, i'm using *some* of the lua people have provided but the whole thing largely does not work as intended.
the end result will be released when I finish updating all my older content, and add enough new additions to make it worth a release.
Why don't you post up the project so whoever fixes on it has something concrete to work with? It's difficult to write a specific script without having the relevant resources and the information they provide.
Mon Oct 15, 2012 8:01 pm
YouKnowMe
Joined: Fri Sep 28, 2012 6:06 am Posts: 69
Re: Requesting a Lua Script
Bad Boy wrote:
Why don't you post up the project so whoever fixes on it has something concrete to work with? It's difficult to write a specific script without having the relevant resources and the information they provide.
Because I'm now to frustrated with the thing to give a ♥♥♥♥. I've added comments to the lua and the ini's so when I do release it if anyone wants to work on it or make adjustments its easy when I get around to releasing it.
Mon Oct 15, 2012 8:15 pm
Technomancer
Joined: Sat Jul 31, 2010 10:01 pm Posts: 42
Re: Requesting a Lua Script
I sent you a better version of my script and the sound emitters which should fix at least the first of your issues, as well as partial explanations/solutions for issues 3 and 4, and I'm not even sure why you're putting your deltaTime so far from default when even slight changes usually cause a bunch of quirks to crop up.
As Bad Boy says it's also more difficult for us to script if we don't have a full understanding of what's required.
It's also, for future reference, really rather irritating when you give up on a project that someone else is taking the time to code for you, simply because the code isn't working perfect, now.
Current version of the script where I have it to anyway, if anyone is interested, stupid non-timer use and all. Emitters should be using EmissionSound to get proper cut-off when the emitters are removed.
Code:
function Create(self) self.fireState = 0; self.ticCounter = 0; end
function Update(self) if self:IsActivated() and self.fireState == 0 and self.Magazine ~= nil then self.fireState = 1; self.chargeSound = CreateAEmitter("NoiseWarm","Venerari.rte"); self.chargeSound.Pos = self.Pos; if not MovableMan:IsParticle(self.chargeSound) then MovableMan:AddParticle(self.chargeSound); end end if self.fireState == 1 then if self:IsActivated() then self.ticCounter = self.ticCounter + 1; if self.ticCounter >= 179 then self.loopSound = CreateAEmitter("NoiseLoop","Venerari.rte"); self.loopSound.Pos = self.Pos; MovableMan:AddParticle(self.loopSound); self.fireState = 2; self.ticCounter = 0; end else self.chargeSound.ToDelete = true; self.fireState = 0; self.ticCounter = 0; end end if self.fireState == 2 then if MovableMan:IsParticle(self.loopSound) then self.loopSound.ToDelete = false; self.loopSound.Pos = self.Pos; end if self:IsActivated() ~= true or self.Magazine == nil or self.Magazine.RoundCount <= 0 then self.loopSound.ToDelete = true; self.fireState = 0; end end end
Tue Oct 16, 2012 8:52 am
YouKnowMe
Joined: Fri Sep 28, 2012 6:06 am Posts: 69
Re: Requesting a Lua Script
Technomancer wrote:
I sent you a better version of my script and the sound emitters which should fix at least the first of your issues, as well as partial explanations/solutions for issues 3 and 4, and I'm not even sure why you're putting your deltaTime so far from default when even slight changes usually cause a bunch of quirks to crop up.
As Bad Boy says it's also more difficult for us to script if we don't have a full understanding of what's required.
It's also, for future reference, really rather irritating when you give up on a project that someone else is taking the time to code for you, simply because the code isn't working perfect, now.
Current version of the script where I have it to anyway, if anyone is interested, stupid non-timer use and all. Emitters should be using EmissionSound to get proper cut-off when the emitters are removed.
Code:
function Create(self) self.fireState = 0; self.ticCounter = 0; end
function Update(self) if self:IsActivated() and self.fireState == 0 and self.Magazine ~= nil then self.fireState = 1; self.chargeSound = CreateAEmitter("NoiseWarm","Venerari.rte"); self.chargeSound.Pos = self.Pos; if not MovableMan:IsParticle(self.chargeSound) then MovableMan:AddParticle(self.chargeSound); end end if self.fireState == 1 then if self:IsActivated() then self.ticCounter = self.ticCounter + 1; if self.ticCounter >= 179 then self.loopSound = CreateAEmitter("NoiseLoop","Venerari.rte"); self.loopSound.Pos = self.Pos; MovableMan:AddParticle(self.loopSound); self.fireState = 2; self.ticCounter = 0; end else self.chargeSound.ToDelete = true; self.fireState = 0; self.ticCounter = 0; end end if self.fireState == 2 then if MovableMan:IsParticle(self.loopSound) then self.loopSound.ToDelete = false; self.loopSound.Pos = self.Pos; end if self:IsActivated() ~= true or self.Magazine == nil or self.Magazine.RoundCount <= 0 then self.loopSound.ToDelete = true; self.fireState = 0; end end end
I was changing delta time because otherwise all the sounds play at different speeds, and they change speeds at different rate. CC is not meant to do audio the way I am trying to do audio. it is not mixing software. I think i've tried pushing it further than it can actually go.
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