This is a scripting issue or perhaps a possible bug. I'm using a GEOM to find a specific unit among a bunch. I make its results go to a SOUN and eventually trigger it. As you may know in a Sound Action, you can specify a monster that will be the source of the sound tag being played. However the results from the GEOM to the SOUN does not seem to work. I know the GEOM finds a unit, because it also has to give the same results to a few other actions and they work fine. I know the sound tag works fine too, if I were to specify a monster in the parameter it works. The issue is that for some reason SOUNs don't like being told who their sources are by the GEOMs.
I figured I post this here and see if others have had success making it work without having to specify a unit instead of letting a GEOM do it.
GEOM results into a SOUN issue
Well, I'm not sure how your script exactly looks like, but I think that you can't make SOUN action intially active and with trigger time set to 0, well you can make it, but as far as I remember, it won't work... Don't know if it even matters in this case though.
Anyway, I've never used 'monster source flag' parameter, is it neccessary?
Anyway, I've never used 'monster source flag' parameter, is it neccessary?
That never did anything especially useful, certainly not related to sound. =)Pyro wrote:Yes, it still does not work. Which reminds me, what does the Unit Control's Monster Source Flag for? All it says is that it "Makes this marker a monster source". Most likely not related to the sound source issue I described.
I've never had a problem triggering a sound from a unit, even if it's one that's moving, you may wish to check the sound's setting in Fear as it could be that it's being interrupted by an ambient sound or something else.
I'm not making the sound play when the level loads, that would be useless. Yes hav, the sound tag works fine. If I link it to nothing or to a unit that doesn't move, you will hear it every time it is told to play. It is just that if the unit has moved since from its starting position, it won't play.
And yea I wasn't trying to say the CTRL's Monster Source Flag was meant for sounds, I meant to say... I got no clue what it is for, does anyone?
And yea I wasn't trying to say the CTRL's Monster Source Flag was meant for sounds, I meant to say... I got no clue what it is for, does anyone?
I did use it for something a long time ago! If I remember right it made it possible to re-use a monster-marker; i.e - a monster marker by default is a "monster source", so you can make it visible and a monster would be created.Pyro wrote:And yea I wasn't trying to say the CTRL's Monster Source Flag was meant for sounds, I meant to say... I got no clue what it is for, does anyone?
So, if a monster died it would become possible to re-spawn it by marking it invisible, making it a monster-source, then making it visible again. It is however extremely temperamental, and has a whole load of conditions attached, and apparently buggers up if the unit is standing in water.
Of course we don't need it anymore as we have proper re-spawning available.
I actually started laughing out loud by the time I got to the end of this paragraph!haravikk wrote:So, if a monster died it would become possible to re-spawn it by marking it invisible, making it a monster-source, then making it visible again. It is however extremely temperamental, and has a whole load of conditions attached, and apparently buggers up if the unit is standing in water.
I could just see you at your computer -- totally fried -- Gollum-eyed -- when you actually figured out how to do this and it worked.
lol!