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 Post subject: Graveyard Checkpoints
PostPosted: Tue Dec 07, 2010 7:05 pm 
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Joined: Wed May 14, 2008 7:20 am
Posts: 494
Location: Behind you
Does anyone know how the graveyard checkpoints were setup to play that screaming sound? I'm planning a horror themed track and thought that would be cool.

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 Post subject:
PostPosted: Tue Dec 07, 2010 7:28 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
Posts: 23
Make your track like normal. Pod it up, and all, so it's ready to go. Then use podview or cpod to disassemble it completely... making a LST file too.

Then open the SIT file in a text editor. Check this line - line 22 and 23 down from the top.

!ambient sound,track length,weather mask
13,6102.537109,144

Change the first number in that line to a "13". Remake the pod from the LST file and you should have graveyard checkpoints.


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 Post subject:
PostPosted: Tue Dec 07, 2010 8:12 pm 
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Joined: Thu Mar 18, 2010 1:36 am
Posts: 184
Location: Wapwallopen, PA.
Yea. When you set up your boxes for your cp's. If you go into the properties of the box you'll see theres an option for sounds... It will be invisible and work like a normal cp but when you "hit" it it will act like the barn in farmroad.

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