How to add music to parts of the map?

Discussion in 'Modding and Scripting Support' started by Daegon, Aug 28, 2014.

Remove all ads!
Support Terra-Arcanum:

GOG.com

PayPal - The safer, easier way to pay online!
  1. Daegon

    Daegon New Member

    Messages:
    3
    Likes Received:
    0
    Joined:
    Aug 26, 2014
    Hi, first of all sorry for the re-post as I already posted this similar question a couple of days ago in the "Arcanum Hints & Tips" forum before noticing this specific forum.

    My question is simple, I'd just like to know if it's possible to add already-existing Arcanum music (namely Tulla and Mines) to parts of my map, as I couldn't figure it out myself. If it helps to mention, the module will be solely for multiplayer and I noticed in Vormantown music doesn't play at all. In the meanwhile I also ran into some other problems and have a few more questions.

    1. Could someone explain me how to add unique weapons such as Aerial Decapitator to a map?
    2. I'm also having trouble finding a way to add the Vivifier schematic which will be a reward from one of the boss monsters in the module.
    3. I'm not sure how to make a NPC identify items for money (ex. gypsies in Arcanum)

    Once I finish the module I also plan to write a small guide to playing and setting up multiplayer, so that should hopefully get some people interested.

    Thanks in advance,
    ~Daegon
     
  2. Nataku

    Nataku Member

    Messages:
    243
    Likes Received:
    1
    Joined:
    Jun 19, 2011
    Hello,
    Sorry, I havn't seen your message earlier :

    About the music, I think the simplest way it to convert it in wav (mono), and include it as sound. It will allow you to play it as sound, and it will be removed automatically if you leave the map.
    About Vormantown, I guess it was just a coincidence, for example some music are just played at night or at day in Arcanum.

    1- The flying guillotine is on the last page of the weapons of WorldEd. If you want to add a non-existing weapon, just edit it. You can change the damages, the art (be sure to change the art once the weapon is placed on the map, or it will take its original art back when the player hold it), attach some scripts, ...
    2- If you're talking of the vendigrothian vivifier, I think the scheme doesn't exists. But it could be created manually. I never did that, so you will have to find a tutorial, or a topic about that 0:)
    3- Look at the dialogue 03055 in Arcanum (identify lady) :
    {4}{Pourriez-vous m'aider à identifier quelque chose ?}{}{5}{}{0}{ii}
    Yes, it's in french but the important thing is the last brackets : enter "ii" in the consequences of the line and quit the dialog (line 0).

    If you have some others questions, just ask.
    Good luck
     
  3. Daegon

    Daegon New Member

    Messages:
    3
    Likes Received:
    0
    Joined:
    Aug 26, 2014
    Hi, thanks for the reply but my project was cancelled as I came across way too many problems, and I thought my topics here would never get accepted anyway.
    I've added the identify option to the gypsy, the vivifier was meant to be a unique drop that only insanely leveled characters could obtain (only one per map), but since it's quite complicated to add it I might skip that, and as for music, I will look into it.

    The two major problems which I couldn't fix were the following:

    1. No known way to remove corpses from the map. I tried making a bed (time skip of sort but it's SP only), various experimenting with disintegrate & invisibility spells attached to the generator (ends up glitching the generator itself, not the monsters spawned) and so on. The project was using monster generators to create a sort of EXP farming feature (don't worry, I wouldn't turn it into a MMO :lol: ) which ended up causing so much lag I nearly crashed once, so a way to remove monster corpses a must to finish the module.

    2. No known way to make an automatic resurrect script, me and a friend of mine made about 20-30 different scripts and variations until we finally got frustrated enough to cancel everything. Of course this isn't 100% required, but I think it would be a great addition to any multiplayer module, and I would even bother writing a guide to creating such script if I would know how myself.

    It's probably a long shot but if you know any potential solutions to these problems, I'd love to hear them. I can also provide more information if needed.
    I still have the mod files and would bother working on it again if there's any way to work around those 2 issues.

    In the meanwhile, have some screenshots from the module while we were playtesting things :D :

    https://i.imgur.com/ViEAds7.png - Battle in the Basic Dungeon
    https://i.imgur.com/yZRLdxr.jpg - Hunting at Wyvern Isle
    https://i.imgur.com/zn5xZM8.png - Final battle (unfinished)
    https://i.imgur.com/KSIqNxa.jpg - Fooling around with generators
    https://i.imgur.com/AE4LOov.jpg - Murdering the mayor
    https://i.imgur.com/DF6BOMp.png - Murdering the mayor pt. II
    https://i.imgur.com/WJC51Jy.png - Robbing merchants
    https://i.imgur.com/vmJGlo2.png - Boss of Wyvern Isle (unfinished)
    https://i.imgur.com/zyvUGlb.jpg - Sunset at Emerald Isle with compact UI

    Sorry if my english is bad, it isn't my primary language.
    ~Daegon
     
Our Host!