Game Development Community

What triggers the sounds for player movements etc.?

by Stefan Beffy Moises · in Artist Corner · 05/10/2002 (2:10 pm) · 8 replies

Sorry for cross-posting... I'll never do it again!! :-) (but this really bugs me...)
I've just put a new player model in (made in Milkshape), everything works fine, we got the "run" animation, the player actually runs, jumps, shoots, etc.
Only problem is: the default footstep sounds are gone now... how can this be? Are they tied to anything particular in the dts files??? I didn't change anything script or code wise, just replaced the dts file...
Phil said there's an animation track for triggers for this kind of stuff, but I couldn't find anything how to set up the trigger parameters (or whatever) in Milkshape... all I found is this tutorial, but it doesn't say anything bout triggers or sound-fx in general...
Any help out there? Thanks alot!

#1
05/10/2002 (2:14 pm)
Hmm, dunno, it should be possible in milkshape to do the triggers in an animation somehow, I believe thats what they used for muzzle flash timings in crimeforce.

Maybe someone who really knows the milkshape exporter could shed some light?

Phil.
#2
05/11/2002 (12:19 am)
Well in Max you would add a "trigger" keyframe at a certain period of time in a specific Sequence to tell the Torque engine to do something (ie. left foot step, right foot step, landing sound from a jump or the exhertion sound of a jump starting, etc). I assume that you can do the same thing with Milkshape since triggers in sequences are so important in the engine.

Please note that I used the example of a sound only as an example, a trigger can trigger anything you could possible ever want in your engine to my knowledge.

Logan
#3
05/11/2002 (12:28 am)
Thanks Logan! Are there any naming conventions or whatever? Do they get exported into the DSQ files? Is this procedure explained in the MAX docs (or anywhere else)?
Thanks for your help!!
#4
05/11/2002 (11:24 am)
Hm, seems like nobody is using MilkShape for player models...
#5
05/11/2002 (12:19 pm)
Greetings!

I don't use MilkShape for my player models, however my LightWave code is based upon it.

AFAIK, MilkShape does not support triggers. They are a separate entity in the DTS file. Not what you'd like to hear, I'm sure. Someone will have to modify the MilkShape exproter to support triggers (and LOD meshes, and DSQ files, and... :o)

And as for muzzle flashes, all that's required in the DTS file is a node (joint) with the appropriate name. The engine then places the appropriate display at the location of the node (the timing is not derived from the DTS file, which is effectively what triggers are used for).

- LightWave Dave
#6
05/11/2002 (3:09 pm)
Thanks Dave! So if we use Milkshape, we don't have any triggers?? That's pretty bad... :-( No workaround or something...?
#7
05/11/2002 (4:43 pm)
Why not handle it in code/script? Programming isn't my department, but I don't see why you wouldn't be able to code it. You may have to time the sequences so their in synch with the animation. I dunno, maybe someone with programming experience could chime in on the possibility? Another alternative would be great for now.
#8
09/25/2003 (8:46 am)
Dave does Lightwave support the Triggers? If so how do you implement it? I don't really care about not having footprints but the lack of sound is bothering me.