What causes the 'error' buzz on activators?

Post » Sat May 28, 2011 7:19 am

I have two multi-state switches at the moment and both of them buzz like activators do when you can't use them. The scripts go off just fine though. Here's the shorter of them in its entirety:

Spoiler
ScriptName WeirwynnBodyShopLightSwitchSCRIPTshort sState;short bDoOne;BEGIN OnActivate	set bDoOne to 0;	if bDoOne == 0		if sState == 0			WeirwynnBodyShopLightsNormal.enable;			WeirwynnBodyShopLightsDisplayCold.disable;			WeirwynnBodyShopLightsDisplaySun.disable;			set sState to 1;			set bDoOne to 1;		endif	endif	if bDoOne == 0		if sState == 1			WeirwynnBodyShopLightsNormal.disable;			WeirwynnBodyShopLightsDisplayCold.enable;			WeirwynnBodyShopLightsDisplaySun.disable;			set sState to 2;			set bDoOne to 1;		endif	endif	if bDoOne == 0		if sState == 2			WeirwynnBodyShopLightsNormal.disable;			WeirwynnBodyShopLightsDisplayCold.disable;			WeirwynnBodyShopLightsDisplaySun.enable;			set sState to 0;			set bDoOne to 1;		endif	endifEND


All of the references in this are xmarkers as enable-parents to several lights.
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:)Colleenn
 
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Post » Sat May 28, 2011 8:38 am

On the Properties dialog for the activator's base item, there are spaces to select the sound it will make when activated, and a looping sound.

Is the sound you are hearing (error buzz) specified in one of those areas?
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tegan fiamengo
 
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Post » Sat May 28, 2011 5:38 pm

Silly of me not to think of that, but nope. In fact one of my switches did come with such a sound, but I switched it to something else and it's definitely not playing. Oddly, ticking "audio disabled" doesn't stick on the reference either (I'll tick it, hit OK, open the properties window again and it's unchecked).

Wait, sorry, the box isn't labled not "audio disabled"... It's "Audio diabled" <.<;;
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Miss K
 
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Post » Sat May 28, 2011 7:14 am

Silly of me not to think of that, but nope. In fact one of my switches did come with such a sound, but I switched it to something else and it's definitely not playing. Oddly, ticking "audio disabled" doesn't stick on the reference either (I'll tick it, hit OK, open the properties window again and it's unchecked).

Odd...
You mean that if you change the Activate sound to something else and hit Ok, that when you bring up the Properties dialog again, the sound is back to the default?
Or, is that only with the Audio Disabled tick?

(I just looked at the dialog in the FO3:GECK. It doesn't have an Audio Disabled option. Obviously something has changed here.)

I don't have the NV:GECK yet, so I can't test any of this myself.
Anyone else willing to look at this and see what is going on?
Maybe yet another NV:GECK bug?

If so, I might have a work around for you...
I made some changes to the Megaton house for my personal use, and added switches for lights in various rooms. One of the things I did was to clear the Activate sound field on the switches' Properties dialog, and use PlaySound in a script attached to the switch. That way, it makes a different sound depending on if it is switched on, or switched off.

Wait, sorry, the box isn't labled not "audio disabled"... It's "Audio diabled" <.<;;

lol... :facepalm:
I'm becoming more and more NOT impressed with Obsidian every day. And I don't even own the game yet...


EDIT:
http://www.gamesas.com/index.php?/topic/1127449-problem-with-playsound/. It appears Obsidian has done something with the way the GECK handles sound files. :shrug:
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Mason Nevitt
 
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Post » Sat May 28, 2011 8:17 pm

It's only the (misspelled) "Audio Disabled" checkbox that won't stick. Removing or changing the sound file *appears* to work in the GECK, but seems to have no effect on my problem. Just to clarify, this is the soft little "buzz" that happens for instance when you try to use quest activators that you don't have the proper quest stage to do anything with. I haven't looked, but I don't think the game swaps in a different reference with a different sound for everyone one of those for such a small feature, do they? Also even if the sound file is simply refusing to change that wouldn't expect my second switch, which did not have a sound file attached to its original base object.

[...]

Okay I just tested it. I set down four of the same switch ("Electrical Switch"), which has two states for its model, red and green lights lit. The first is unchanged, the second has an empty script, the third has a script with an empty OnActivate block, and the fourth has a script with a return in the OnActivate block. The first two switch between its two states just fine, the third and forth give a buzz. I guess what I have to do is set up an intermediary object and set the switch as the activate parent, or see if I can put OnActivate blocks on my xrefs that disable and enable themselves. If I can put OnActivate on the xrefs, it's not actually any more complicated than what I'm doing, I guess.

Alternatively I could figure out what command I need to run to make it work, but I'll try the xrefs first.
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Dan Wright
 
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Post » Sat May 28, 2011 6:40 am

I'm having the exact same problem. I made two activators from a bucket model and a metal box model. I set the sounds in the activate box to a dirt sound. Plays fine in GECK. In game though, instead of the dirt sound being played when activated I get the 'buzz' sound. Pretty annoying actually.

The bucket links to a fire that when clicked disables the fire effect as well as the light that the fire gives off. Here's the script on the bucket.
Spoiler

scn xxDirtBucketScriptRef rSelfBegin OnActivate Player	set rSelf to GetLinkedRef	if rSelf.GetDisabled == 0;               playsound FSTDirtRunL		rSelf.Disable	endifEnd



The box does the opposite. It's a tinder box that turns on the flame and light effect.

Tinder Box Script
Spoiler

scn xxTinderBoxScriptRef rSelfBegin OnActivate Player	set rSelf to GetLinkedRef	if rSelf.GetDisabled == 1		rSelf.Enable	endifEnd


Tested in game all works fine exept the Activate sounds. Tried all kinds of sounds as a test. Still I get that annoying "Buzz" click sound. I can add a playsound in the script and that works fine, but the default 'buzz' still plays regardless. Anyway to turn that off on a per/activator situation?
I could create an 'empty sound' file to replace that buzz, but some people like the 'can't click this' sound so that wouldn't work globally. For my own personal use it's fine.

Any help please?

Thanks,

-Mush-
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sophie
 
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Post » Sat May 28, 2011 4:19 pm

Ended up creating a separate mod just to disable that 'error' click sound. It's been released to the nexus if anyone wants it. (link is in my sig)
I also added sounds w/in the script when the player activates the box or bucket.

Still if anyone has any idea as to why activate sounds don't play on newly created activators (See previous post) please feel free to shed some light.

Thanks,

-Mush-
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Sebrina Johnstone
 
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