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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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07-12-2007 04:06
I'm trying to set a hard cut-off for a prims sound.
I've checked the wiki and used the command as it suggests but it's having no impact
whats the correct protocol for this command.
I'm putting it in the default part of the script. Is this correct
default { state_entry() { llResetTime(); llLoopSound("ufo",0.5); llSetSoundRadius(0.1);
rest of script
}
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grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
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07-12-2007 04:11
From: Django Yifu I'm trying to set a hard cut-off for a prims sound. } Wouldn't llSetSoundRadius(0.1) have to be set before llLoopSound("ufo",0.5) ?
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Noctua Janus
Registered User
Join date: 22 Mar 2007
Posts: 29
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07-12-2007 04:17
Are you sure the command is working at all ? At least http://rpgstats.com/wiki/index.php?title=LlSetSoundRadius says it isn't.
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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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07-12-2007 09:26
Ok so itdoesn't do anything at all. Any way to achieve the same effect without parcelling the land? 
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-12-2007 10:21
From: Django Yifu Any way to achieve the same effect without parcelling the land? Almost. llTriggerSoundLimited() restricts the sound to a specified envelope, but the sound looping would have to be done in a timer.
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Django Yifu
Beat Island Gaffer
Join date: 7 May 2007
Posts: 189
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07-14-2007 06:28
That jsut seems like tto much trouble to me.
Also I'd like to be able to use the function with a llLoopSoundSlave(); command which the trigger command wouldn't allow.
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