chucksteel Posted March 21, 2012 Share Posted March 21, 2012 Does anyone know if you can get a trigger to also play a sound on player activation? I've got a few cells that have multiple triggers that enable creatures when the player enters the box. this is an attempt to have a lot of combat that is paced out as the player explores the cell. Here is my idea, the player enters 'Searchlight Airport", it is a "RadScorpion nest". as the player enters they trigger a spawn, they fight off the "Radscorpion Hatchlings" and, move on. Hit the next trigger and, somewhere else in the cell another group hatches. I created a custom "small" radscorpion hatchling, when I had the numbers that I wanted in my first attempt the encounters of the cells, the player would just get swamped with tiny radscorpions. I've set up triggers to pace out the encounter but, I would like to find a sound to play to simulate the hatching of the new encounters. I'm not sure how to go about pulling this off so, any thoughts, ideas are welcome. thanks in advance, Chuck Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted March 21, 2012 Share Posted March 21, 2012 In Market Comes Alive I created an audio marker to play music that was enabled and disabled by the jukebox (activator) and it worked just fine. Link to comment Share on other sites More sharing options...
rickerhk Posted March 21, 2012 Share Posted March 21, 2012 Just add this to your trigger script: Player.Playsound MyHatchlingSound or, instead of the player, you can use any placed object that you have a persistent reference on, like an Xmarker, to play the sound. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted March 21, 2012 Share Posted March 21, 2012 And if I'm not mistaken, isn't that how the Wild Wasteland perk works when you enter the triggers? Link to comment Share on other sites More sharing options...
chucksteel Posted March 22, 2012 Author Share Posted March 22, 2012 Just add this to your trigger script: Player.Playsound MyHatchlingSound or, instead of the player, you can use any placed object that you have a persistent reference on, like an Xmarker, to play the sound. Thanks, I used your script method and it worked like a charm! I thought I needed to create a new audio marker, set it to "Initially disabled" and, have my trigger set it off! Scripting this, was so much easier than I thought, I guess I was over thinking the situation! http://forums.nexusmods.com/public/style_emoticons/dark/wallbash.gif Thanks again, Chuck Link to comment Share on other sites More sharing options...
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