Zoro on 3/2/2014 at 07:25
I still wonder if it's somehow possible to build music/ambient changing system in a Thief 2 FM.
For example: if player is in quiet situation, in combat process, in conversation. Just like in various action games like Deus Ex, Unreal and etc.
I know - it may break some of the classical Thief experience (like if the AI has spotted you, music/ambient changes to combat mode), but I want to know if that's possible. (I think with using custom scripts - everything's possible)
If yes, then how?
I hope you did understand me. My English's unstable...
Le MAlin 76 on 3/2/2014 at 09:24
A priori i don't think that is possible.
gigagooga on 3/2/2014 at 11:39
if you can make the combat situation (or any event) to trigger the music and then the end of the combat to turn it off, then it's very much possible, but you have to make fade in and out for that music as separate tracks.
Necrobob on 3/2/2014 at 12:09
I seem to recall this mission having combat/alert music: (
http://thiefmissions.com/m/Box)
Open it up and check how they did it.
Zoro on 3/2/2014 at 12:57
Wow, seems like an awesome example! I'm gonna look into this.
Thank you Necrobob! :D
Yandros on 3/2/2014 at 22:54
My FM Dance With The Dead changes ambient when you first start fighting the Bone King, but that was of course set up in a singular fashion. Having it done more globally is more complicated, but it could probably be done.