Search results for query: *

  1. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    I downloaded this plugin and tweaked with some configuration, it worked of course! What I did was to put the first action to disable breathing and play the audio, and the last action to trigger the delay (that have everything that have to be delayed in seconds inside his own set of programmed...
  2. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    Just one more question if you don't mind... I'm searching for this function that set a little delay on the execution of "Enable - Reenable" of the Breathing, but i'm not finding it. The only solution here was to disable breathing completely til I find somehting that can program a delay between...
  3. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    Good news!! Turns out it really was the breathing that was causing conflict in the CTs, once disabled, everything works as intended. Thanks for the tips, it will be useful!!
  4. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    Hmm, that might be useful. Sadly, when looking at all the functions, all I have to do is try to guess what every one of them does lmao
  5. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    Ohhh that explains a lot actually! The person in the scene had the MacGruber Life activated (gaze + breath) so it could be that those two are conflicting... About PlayIfClear; I tried using this in the first runs and it acted the same as PlayNow, so it could really be that the sounds are really...
  6. B

    VaM 1.x Problems with collisiontriggers for activating sounds

    Im currently working on a scene with several collisiontriggers (used to trigger voice lines). So... I possess a cube model, place a collisiontrigger that detects the cube im possessing, and sends the voice command to the Person in the scene. But the issue im having is the lack of specific...
Back
Top Bottom