MetHy, on 20 July 2014 - 03:58 PM, said:
Thanks for the rotating effect, i'll try it.
oh it exists...
Hitag 134: SOUND_SPOT
TAG2 = Match
TAG4 = 1st Sound #
TAG5 = 2nd Sound #
TAG6 = 3rd Sound #
BOOL1= 1: Play the sound once and only once
BOOL2= 1: Play the sound as a looping sound. The sound will
continue to loop until stopped by STOP_SOUND_SPOT
(hitag 150).
1: Also means follow sprite, and needs to be set if
the ST1 sprite will be moving (usually with a sector
object.)
BOOL3= 1: Random play. When the ST1 is triggered, it will
randomly choose between sounds 1 and 2 or between
sounds 1, 2, and 3.
BOOL4= 1: Don't pan sound. This is useful when the sound
is very near the player.
BOOL5= 1: Use doppler effect.
BOOL6= 0: Make sure this is always reset to "0".
BOOL7= 1: The sound is Lo Wang's voice, heard inside his
head at max volume no matter how far from the
SOUND_SPOT he is.
SOUND_SPOT will play the sound specified in TAG4 when the
match tag in TAG2 is triggered. SOUND_SPOT can also be
triggered by operating a vator, spike, sliding door, or
rotating door with the same match tag. Sound numbers can be
obtained from the digital sound index in SWSOUNDS.TXT. Don't
confuse these with ambient sounds, which are used with the
AMBIENT_SOUND (hitag 1002) ST1. If SOUND_SPOT is placed in a
sector object operational sector, the 1st sound (TAG4) will
be the 'idle' sound. The 2nd sound (TAG5) will be the 'drive'
sound. IMPORTANT: The match tag (TAG2) will still need to be
a unique value even though the mapper never sets up a trigger
for it. If you do not use a unique value then other
SOUND_SPOTs with the match value will do the same sound
processing. This could be used as a feature - drive something
and something else on the level makes a noise. Note that you
can specify 3 different sounds. Some things like vators can
have more than one sound attached for different operations
such as moving to the ON and OFF positions. Most of the time
only the 1st sound (TAG4) will be used.
EXAMPLES: DB, DC, DD, and others in EXAMPLE.MAP
SEE ALSO: AMBIENT_SOUND (hitag 1002)
Just give the vator 2 sound spots. 1 opening sound (matched to door lo tag) and then another closing sound that get's triggered by the tag 6 match of the vator st1. Again you might have to play around with the bool 5 of the vator as the on/off positions change when the door comes from the floor or ceiling.