nicked on 8/4/2020 at 07:49
I have a point in my mission where the player gets about 8 new objectives at once. Unfortunately, the "New Objective" da-ding sound effect plays for each of them, meaning it's eight times as loud as it should be and deafens you if you have the game at a normal volume.
Is there any way to prevent this?
I tried lowering the volume of the schema, but then of course it's way too quiet when the player just gets one new objective later, or finds a secret.
I guess I could fudge it by lowering the schema volume, then manually triggering a seperate one at the normal volume as a VOTrap for each new objective and secret, but I'd rather not have to do that if I can avoid it.
Niborius on 8/4/2020 at 09:31
I think it's hardcoded like that in the game, so I'm guessing your idea of manually triggering it for each other objective would be the best way. But hopefully someone else comes in with a better idea after all
ZylonBane on 8/4/2020 at 11:37
Is the sound played by the engine, or by convict.osm? If it's a script that does it, you could write your own objective-adding script in Squirrel.
john9818a on 8/4/2020 at 16:34
It might be messy but you could either use NVRelayTrap with a delay on a marker + QVarTrap... Make each one have a different delay so that they don't play at the same time, or use a conversation.
SlyFoxx on 9/4/2020 at 17:08
Is there a way to point dark towards a different wav file for that event? You could edit the current wav and lower its audio level.
nicked on 9/4/2020 at 20:10
Sly, unfortunately that would give me the same problem - it would be too quiet when the player just gets one new objective or finds a secret.
Spacing the new objectives out would work, but would be pretty odd in context.
ZB, looks like it's part of (
https://thiefmissions.com/telliamed/scripts.html) VictoryChecker in convict.osm. I wouldn't know how to bypass that with a custom script though.
It's not going to be too much work to link a few QVarTriggers and FindSecretTraps to a VOTrap, was just hoping for a lazy solution. :laff:
Yandros on 9/4/2020 at 20:53
Play all 8 of them back to back, but with slightly longer in between, maybe even have the delays follow Fibonacci so it gets even longer the more of them that play. I'm sure players will just love hearing the 7th one and thinking it's done, and then the 8th one plays like 60 seconds later! :laff:
Renault on 9/4/2020 at 21:05
The simplest solution might be that 8 objectives is probably too many to activate at one time. Spread them out a bit or consolidate.
Jax64 on 9/4/2020 at 22:06
Notifications and most other facets of the standard implementation of objectives are handled by convict's
VictoryCheck and its parent by the deceptively similar name of
VictoryChecker. For notifications, the schema by the name of "new_obj" is always played; this cannot be overridden without modifying the script itself.
This having been said, you can use (
https://drive.google.com/open?id=1PwzhN3mue3cA9uL-pUFooWLc5akHg_pM) this module if you wish. It will override the default
VictoryCheck script provided the module is loaded after or instead of convict. It should only notify the player once if multiple objectives are changed at the same time; no additional setup is required. Do note, however, that it has not undergone thorough testing.
nicked on 10/4/2020 at 06:58
Yandros, that's just a brilliantly evil idea. :laff:
Brethren, normally I would agree that 8 is too many to add at once - the reason for it is that I have an intro area before the main mission starts, and the bulk of the mission's main objectives are added immediately after that point.
Jax - awesome, thank you! I will give it a try!