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dromed:property:ambienthacked

A→AmbientHacked

:T1: :T2: :SS2:

This property allows an object to emit ambient sounds.

Radius is the radius at which the sound can be heard.
Override Volume: If non-zero, this will override the schema’s volume. Values start at -1 (full volume), and go downwards to make the sound quieter.
Flags determine how an ambient sound is played:

  • Environmental will cause the sound to play as background music - it will loop constantly at a consistent volume until the player is within range of another environmental ambient. An environmental ambient with no schema name specified will stop all enivornmental ambients. Only one environmental ambient can be playing at any given time.
  • NoSharpCurve will cause the sound to fade more gradually with distance.
  • TurnedOff will make the sound currently inactive (a script or receptron can activate it.)
  • RemoveProp: if this flag is set, then the AmbientHacked property will be removed from the object after it has played fully. (Does not work on loops, a they never finish playing.)
  • Music: This is related to the Song feature. The Schema Name field is used to define a message which affects a change in the song being played. For more info, download Telliamed’s Song Package
  • Synch: FIXME Usage unknown
  • NoFade: FIXME Usage unknown
  • DestroyObj: if this flag is set, then the object will be destroyed after it has played fully. (Does not work on loops, a they never finish playing.)
  • DoAutoOff: if this flag is set, then the object’s TurnedOff flag will be set after it has played fully. (Does not work on loops, a they never finish playing.)

Schema Name: This is the name of the schema (sound) being played. See under Sound→Schema in the object hierarchy.
Aux Schema 1: FIXME These can be used to have an ambient play more than one schema.
Aux Schema 2 FIXME These can be used to have an ambient play more than one schema.

Property Name: AmbientHacked

dromed/property/ambienthacked.txt · Last modified: 2007/06/26 21:43 (external edit)