dhewm3-sdk/documents/Rivensin mapping and music system notes.txt
2018-10-21 04:31:15 +02:00

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trigger enemy to spawn with no fx
trigger once->enemy. set teleport 0
To have a teleport fx, set teleport to 2.
DOOR DIRECTIONS:
down movdir -2
up movedir -1
left 180
right 0
lip -10
door to lock by default. set locked 1.
entity to unlock doors: target_lock if a door is already locked, then set locked 0
door sounds:
snd_close hh_door_movement_3s
snd_open hh_door_movement_3s
guardian floor explosions
func_explosion
cinematic 1
hide 1
s_shader hh_rockslide_01
start_off 1
example script for music
void wilderness_out()
{
stop_music(); //$music_wilderness.fadeSound(SND_CHANNEL_ANY, -60, 9);
start_music($music_cumha); //$music_cumha.activate($player1);
}
Entity set up. This is called via the script to start or stop.
name music_nothing
class name music_speaker
s_shader nothing_music
s_shader for sin level music catacombs2_music
s_shader for pinion level repression_music
s_shader for pinion boss nothing_music
s_shader for sin boss nothing_music