Don't be sorry, you're not the only one requesting stuff and wanting it fast. As a newcomer, don't worry, you'll find all needed help here, there are many people who know this engine by heart.
First, you said you were mapping with KHG. The best thing to do would be to look at the maps themselves and see how it works: there must be an actor used for such an effect, or maybe a way this is set up. There is maybe a tricky way to pull it off with some combination of normal triggers.
MusicallyInspired wrote on Jan 1
st, 2014 at 5:02pm:
Also, the world above has no ZoneInfo actors. I read that LevelInfo acts as a ZoneInfo actor for all zones that don't have one, but setting its ZonePlayerEvent is inneffective and does nothing.
The levelinfo does not work like a regular zoneinfo. Some things like its ZonePlayerEvent doesn't seem to work indeed.
Now, reflecting about your problem.
The best way for you would probably be to have a trigger to switch music at the entry/exit of your sewer: it would prevent the problem that comes with the water zones in the sewers, and would make sure the change happens only at the entries, and remains for as long as you remain in the same part of the map. It also would make sure the music isn't retriggered when it's not needed.
Another way, which is, I think, the quick, easy and messy way to do it, would be to have a trigger with a
huge radius encompassing the totality of your sewers, and another one encompassing all of the outside world, and have them trigger music event.
This work because:
- The event is sent when the player enters the trigger's radius, and the trigger's radius can be extended over several zones.
- When leaving the trigger's radius, there is no end to the effect until the player enters the trigger again or into another trigger.
Here are how things work in this example: Player enters the sewers and imediately enters the radius of Trigger n°1, which sents an event to activate the sewers music. The Trigger covers all of the sewers, so that the player never leaves its radius.
When going up and outside of the sewers, Player leaves the radius of Trigger 1 (no effect), and enters imediately the radius of Trigger 2 which activates the outside music. As long as he remains outside, he never leaves the radius of Trigger2, except when entering the sewers, at which point he enters the radius of Trigger 1.
The only downside of this is that if the player
spawns inside the radius of one of these triggers, he will hear no music until he moves a bit, at which point his presence inside the radius will be noticed.
However, the music will still be reset whenever the player enters the radius of another trigger, then back into the huge music trigger.
In the end, I'm afraid there is no simple way I know of of pulling this trick without a specific actor. Again: I advise you check the maps themselves in the game and see how the effect works, if a special actor is used or a combination of actors tricked into having the right behaviour.