Sampieru_Corsu 0 Posted June 10, 2002 Hello Eveybody here's my problem: In my mission, I want a custom sound to be played after a couple of seconds. The sound is summoned by a radio call. So this is what I do: There's a trigger: activated by radio alpha. On activation: playsound "mysound". Countdown: 10/10/10 ok? Well, in the preview, I do 0-0-1 and bing! here goes my sound, right after! It doesn't wait for the 10 secs to start! I even tried with another situation, to see if I understood this countdown thing: I put a bmp somewhere, and the trigger with on activation "nameofbmp" setdammage 1, countdown 10/10/10 and activated by radio alpha. Then, in the game, I call radio alpha and blam! the bmp explodes instantly! where has my countdown gone? I don't get it! is there something I'm doing wrong or what? thanks in advance for your help! Share this post Link to post Share on other sites
LauryThorn 0 Posted June 11, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">is there something I'm doing wrong or what?<span id='postcolor'> Probably yes! What are the other attributes of the trigger you are using? Share this post Link to post Share on other sites
JAP 2 Posted June 11, 2002 Try switching the "countdown" setting to "timeout" Otherwise i don t think it s possible with only one trigger on a radio command. Make that Radio trigger a switch and link it to another trigger with the sound and put countdown there. Just a thought, don t know if that works i m at work so can t test Cheerz Share this post Link to post Share on other sites
Sampieru_Corsu 0 Posted June 11, 2002 Well... I didn't think the other attributes could matter. The only thing I want is a sound effect to be triggered a certain time after a radio call... So, I leave the "axe" and "angle" boxes set to 50/50/0 default, why not? and "ellipse" or "rectangle" shape don't seem to matter, right? Then I choose activated by "radio alpha" and "once", because I want it to happen , er, "once". "present" should not matter, since there is no side involved. Then, the main thing: the *countdown*! I set it to 10.10.10, since I saw on the forums and the tutorials that it is what has to be done if I want a 10 sec. delay! Type "none", no name and no text. condition "this" on activation playsound "name of my sound" and... that's it, right? Should I care about something else if the only thing I want is just a sound to be played 10 seconds after my radio call! But the problem seems to come from "radio" triggers, in fact! because, as I said in my previous post, if I replace the "playsound" thing with,say,the destruction of a vehicle, well, I've got the same problem: on radio activation: Blam! the vehicle is destroyed with no delay, although I set a countdown in my trigger attributes... Some people suggested the use of *two* triggers, but it seems rather complicated when the countdown thing on *one* trigger should be enough! Share this post Link to post Share on other sites
Sampieru_Corsu 0 Posted June 11, 2002 ok, JAP... thanks... I will try the 2 triggers thing, then... bye Share this post Link to post Share on other sites
JAP 2 Posted June 11, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sampieru_Corsu @ June 11 2002,11:34)</td></tr><tr><td id="QUOTE">ok, JAP... thanks... I will try the 2 triggers thing, then... bye<span id='postcolor'> Not that hard ! You can make the seize 0x0 and put it at the side of your map so it doesn t take up space. Could be you can t link or group two triggers ( i never done it ) You can solve that by naming the radio command trigger ( for instance RAD1 ) And put a condition inside the Voice trigger RAD1=true Hope this helps Cheerz Share this post Link to post Share on other sites
AAF_Eagles_Talon 0 Posted June 12, 2002 another way to do that (a la starcraft trigger method) is tack on a gamelogic move to the end of the trigger (ie after 10 seconds), make it move the gamelogic to the activation zone of another trigger with just the sound, and key that trigger to go off by game logic, and if the trigger needs to be used more than once, tack on the end of the sound trigger a move command to move that gamelogic back to where it started from, and it can be done over again. here is an example of how to do it for just sound, u can add other stuff to it.., make a game logic, name it game make a second game logic and place it in the activation zone of the second trigger, name it game1 make a 3rd game logic name it game2, and place it somewhere on the map, (not in any trigger zones) trigger #1 size a/b 0 repedidly activation= raido code set timer (however much time u want) condition= this on activation= game setpos [(getpos game1 select 0),(getpos game1 select 1)] (then whatever else u need) trigger #2 size a/b 50 repedidly activation game logic condition= this and ((game) in thislist) on activation= game setpos [(getpos game2 select 0),(getpos game2 select 1)] (then add your effects to this trigger) there is probibly a simpler way to do this, but this way works, i used the starcraft map editor too much, and this was the one of the only ways to spring a trigger  but it will work, toy around with it. hope this helps AAF_Eagles_Talon Share this post Link to post Share on other sites