Author Topic: Modifying music output range  (Read 2499 times)

Pretty self explanatory. All I'm asking here is the script or code used for manipulating the output range for a standard music brick via the in-game console. Whether that be unlimited range, or set to cover a larger area. I'm planning on using this for my Cythera RPG so I have large areas that need to be covered, and fully covered. This meaning I can't have the sound radius tapering off or getting softer as a player walks around. I'd imagine for that to happen the radius should or may need to be exaggerated. So the areas would be pretty widely spaced.

And that's about it. Some examples would be nice, so after I get some decent numbers down I can go back over through trial and error. If there's already is a topic concerning this, please direct me to it.

Any help would be very much appreciated.











« Last Edit: September 06, 2009, 05:16:21 PM by Murilliom, »

Am I asking for too much?

After the music brick is placed, you can mess about with it in Mission Editor without any consequence, so I presume you could change the sound emitter's range with scripts.

After the music brick is placed, you can mess about with it in Mission Editor without any consequence, so I presume you could change the sound emitter's range with scripts.
Alrighty. Mission editor it is. Heh. Why give away a script when finding it is half the fun? 

hmmm Plornt am going to try this.

erm whats the mission editor?

erm whats the mission editor?
Well it's apparently not it's own separate application. Opening it will only bring up Blockland itself.

All I'm getting here is one of those 'mess with it until you figure it out'  things, which is what I could of done from the beginning, had saved me the trouble of posting.

Right click on your Blockland shortcut on the desktop.
Click Properties.
Where it says target, after the last " add -mod editor
So it's something like this:
"stuff....\Blockland\Blockland.exe" -mod editor

Then while you're hosting, press F11, this opens the editor.
While editor is open:
F3 will switch to edit mode, which allows you to change values on objects.
F4 will switch to create mode, which allows you to browse through lists to spawn objects.

Note: In edit mode, if you delete an object, and try to expand/collapse a value group or apply settings, it will crash. Select a different object first.

Right click on your Blockland shortcut on the desktop.
Click Properties.
There is no properties tab for desktop shortcuts here. Would "show package contents" be the equivalent of that? I think there are some scripts there. Now which framework would that be? Would it be in one of the resources for each framework? And if so what section of that framework version script?

Package contents..? On a shortcut for an executable? What?

My type of computer does not have a properties tab for desktop shortcuts, so naturally I was exploring around to see what could get me over to that target script. Yeah I know, not very convenient.

Unfortunately figuring out that everything is a bit more complicated then it already was. I'm sure even after finding the script, I'd need to then figure out a permanent way to re-load it quickly every time it's needed, rather then modifying mission editor every single time. I'll figure something out though. It'll take a while, but I'll figure it out.

is the mission editor the black window with all those letters and stuff?

is the mission editor the black window with all those letters and stuff?
I'm guessing that's the terminal.

Tom

It sounds like you're using a mac. Go to your BL folder, and run "editor.command".

It sounds like you're using a mac. Go to your BL folder, and run "editor.command".
Once you run that, do you have to be in-game to make GUI's? F10 is the GUI editor, correct?