[ian-reeds-games] Re: effect sound

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 7 Dec 2013 11:44:03 -0500

Ah, ok. Hopefully Craig is reading and will rush to the rescue! 
Thanks,
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Ian Reed
Sent: Saturday, December 07, 2013 11:41 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: effect sound

Hi Allan,

You did keep it reasonably simple, smile.
My first priority when I get back to TB is to fix the remaining bugs.
But I'll consider adding this feature at the same time.

This particular feature could also be added as a script flag by Craig.
So you might consider beseeching him for his amazing scripting skills,
smile.

Ian Reed


On 12/7/2013 7:26 AM, Allan Thompson wrote:
> Hi Ian,
> I was hoping to ask for something simple.
> Is it possible to add in a flag  in effects so that a sound plays when 
> it's duration expires?
>
> An example is in age of warlords. A weer warrior transformed into a 
> weer wolf  has about four rounds before the effect is activated due to 
> the zeroing  of a certain point.
> Right now, it simply changes back. I would like it to make some kind 
> of sound so that the player has an audible clue that this happened.
> I am not sure what it would be called. Maybe "activate_effect_sound" 
> or "end_of_duration_sound"
>   ". I am not sure when it would play actually. Either when the effect 
> takes effect, or it's duration runs out, especially for duration=0
effects.
> Hopefully I made some kind of sense on this request, grin.
>
> al
>
>
>
>
> The truth will make you free"
> Jesus Christ of Nazareth 33AD
>
>
>
>




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