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Whats was that FM that had a Lute player?


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#1 Bikerdude

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Posted 07 March 2018 - 12:51 PM

Trying to diagnose an issue in a map where its not working as exsepcted, so thought I would have a look at the first mission that had it in.



#2 Amadeus

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Posted 07 March 2018 - 12:53 PM

King of Diamonds I think, in Skippers Tavern


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#3 Spooks

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Posted 07 March 2018 - 04:05 PM

Problem with that, though, (and I assume you're asking this in reference to Bienie's FM) is that the way the luteplayer is set is awful. Pulling back the curtain a bit, I could not actually make him play music and there was a big problem where, if he died, the music would not stop. How I solved the problem is this: I didn't. I worked around the issue by just putting a speaker where he sits and making him immortal. He has no visual, tactile or aural acuity, so he cannot get alerted, he has insane amounts of health and he is encased in a protective barrier of monster clip so he won't go anywhere. This is why you can have a complete massacre at Skipper's Tavern and he'll continue to happily strum the lute.

 

I could've sworn some other mission had a lute player, but I'd be damned if I could tell. The tune he plays I nicked from a Springheel (I think?) mission, where it was used on a gramophone.


Edited by Spooks, 07 March 2018 - 04:07 PM.

My FMs: The King of Diamonds (2016)

 

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#4 Bienie

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Posted 07 March 2018 - 04:09 PM

Aha! So I wasn't just too stupid to make it work :rolleyes:



#5 Bikerdude

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Posted 07 March 2018 - 05:35 PM

I could've sworn some other mission had a lute player, but I'd be damned if I could tell. The tune he plays I nicked from a Springheel (I think?) mission, where it was used on a gramophone.

Yeah I remember seeing one a few years ago...



#6 Springheel

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Posted 08 March 2018 - 08:35 AM

I made that animation primarily for ambient AI that could not be alerted.  However, there are two ways to handle the music.  One is to make some very short string plucking sounds, and play them using a frame command in the animation--the limitation there is that they have to be short sounds, not a complete musical track so they don't start overlapping.  But the sounds will stop playing the moment the animation stops.

 

The other possibility is to create a speaker playing your preferred lute music, and put a trigger around the lute that goes off when the lute touches it (due to the AI standing up or dropping it) that turns off the speaker.  Although I don't know how accurate that would be--you'd have to test whether the lute could shoot through the trigger so fast it isn't detected.

 

I don't know if the Objective system can be used to turn off speakers, but if so, you could create an invisible objective that turns off the speaker if the AI is alerted enough to drop the lute.



#7 absconder

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Posted 08 March 2018 - 12:04 PM

I believe there is a lute player in The Siege Shop.  He's in a room on the ground floor on the way to the armory and the stairs up.  He was called "Blind Willy" or similar and was a friend you weren't to hurt.  I can't remember it he actually plays the lute or just fakes it though, I was a bit busy.

 

I do recall being a bit surprised that I was able to sneak past him multiple times without him detecting me.  He was probably just being diplomatic...


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#8 Bikerdude

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Posted 08 March 2018 - 04:13 PM

Nice and welcome to the forums ^_^



#9 lowenz

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Posted 14 March 2018 - 12:17 PM

The Siege Shop too ;)


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.





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