Problem with spawning (fx), Earthquake, dust
Re: Problem with spawning (fx), Earthquake, dust
How clever
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Re: Problem with spawning (fx), Earthquake, dust
for my original game recreation I simply use a custom sound that has a real fade-out
Finished Dungeons - complete mods to play
Re: Problem with spawning (fx), Earthquake, dust
Yes, a custom sound is propably the best solution.
I've updated the script a bit in my post, now I only need 4 sounds for the fadeout and the the camerashake is randomized.
The duration of the shake has been changed from 8 to 10 because of the fadeout.
EDIT: Found a problem and fixed it (edited in my post):
The timer runs too slow if it isn't set in the same level as the player level. So it's better to spawn it to party.level instead of setting it in the editor.
I've updated the script a bit in my post, now I only need 4 sounds for the fadeout and the the camerashake is randomized.
Code: Select all
party:shakeCamera(math.random(0.2)+0.1, 10)
EDIT: Found a problem and fixed it (edited in my post):
The timer runs too slow if it isn't set in the same level as the player level. So it's better to spawn it to party.level instead of setting it in the editor.
Re: Problem with spawning (fx), Earthquake, dust
I use a universal timer system (timer on every level, only the timer that matches player level has effect) to alleviate that problem.
I'm not sure I understand what that math.random range will end up being, but the 10 quake is crazy shaky
I'm not sure I understand what that math.random range will end up being, but the 10 quake is crazy shaky
Finished Dungeons - complete mods to play
Re: Problem with spawning (fx), Earthquake, dust
The 10 is the duration of the effect, the random number the intesity of the shakyyness. It ranges from 0.1 to 0.3.
Re: Problem with spawning (fx), Earthquake, dust
ah, I see, that makes more sense!
Finished Dungeons - complete mods to play
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Re: Problem with spawning (fx), Earthquake, dust
Hi
I've been trying to create a similar effect.
I've defined the sound in mod_assets/scripts/sounds/sounds.lua
When I run the dungeon in preview in the editor I get the error "warning! no such sample: earthquakestop"
Is there something I have to do to get it to recognise it?
I've been trying to create a similar effect.
I've defined the sound in mod_assets/scripts/sounds/sounds.lua
Code: Select all
defineSound{
name = "earthquakestop",
filename = "assets/samples/env/earthquake_01.wav",
loop = false,
volume = 0.4,
minDistance = 1,
maxDistance = 6,
}
Is there something I have to do to get it to recognise it?
Last edited by hades200082 on Sun Feb 24, 2013 5:57 pm, edited 1 time in total.
Re: Problem with spawning (fx), Earthquake, dust
you might need to reload or restart
Finished Dungeons - complete mods to play
Re: Problem with spawning (fx), Earthquake, dust
You could also try placing the definition in mod_assets/scripts/sounds.lua instead, rather than using the extra /sounds sub-directory, since the init.lua imports it already.
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- Posts: 14
- Joined: Sun Feb 24, 2013 5:49 pm
Re: Problem with spawning (fx), Earthquake, dust
The reload did the trick ... duh!.
Suggestion to devs ... allow ability to auto reload assets
The path was correct and that is the one loaded by init.lua
Suggestion to devs ... allow ability to auto reload assets
The path was correct and that is the one loaded by init.lua