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------------------------------------------------------------ ----------------------------------- For example : This will create a quest var named "Bob", with a value of "0". This is basically all that we'll need to know about quest vars for the purpose of this guide. However, if you still do not understand, see (Inactive) (Inactive) There. That is three triggers. 2 of them are inactive - so that they will not fire right away. The first one is active - which means it will fire as soon as the quest var named "FightMusic" has a value of "1". Also, the effect is set so that So, this is a continuous background music playlist. But why were the quest vars put in? Well, the quest vars are there so that the playlist can be stopped or started at any time. In order to start playing the above sounds, in a playlist, set up a trigger like this : This trigger sets the quest var named "FightMusic" to have a value of "1". And when this quest var has a value of "1", the playlist will start. To stop the BG Music playlist set up a trigger like this : This trigger will stop the playlist from playing further than the sound it is already playing. To stop the currently playing sound, use a "FadeOutAllSounds" effect, right after the quest var is set to "0". And there yoy have it! You have just set up a fight-themed background music system using quest vars. This guide has been brought to you by Good luck, and make some quest var music systems! [This message has been edited by ArchNidhogg (edited 11-21-2005 @ 05:46 PM).]
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- Effect = Quest Var Set (Var Name = "Bob", Value = "0".)
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- Effect = Sound Filename (Filename = "I wish I could throw shapes.mp3", Trigger = "Trigger2")
- Effect = Sound Filename (Filename = "meatier shower.mp3", Trigger = "Trigger3")
- Effect = Sound Filename (Filename = "rot loaf.mp3", Trigger = "Trigger1")
- Effect = Quest Var Set (Var Name = "FightMusic", Value = "1")
- Effect = Quest Var Set (Var Name = "FightMusic", Value = "0")
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_-~:|Septenary|:~-_