Ok, it's in and it's working. I'm almost done with the evented version of my scripts, so you should be seeing them soon.
Craig On 08/12/2013 00:14, Allan Thompson wrote:
Thanks so much, Craig! you the man! al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett Sent: Saturday, December 07, 2013 6:47 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: effect sound I kind of was reading... Yes, this can be done. Not quite as nicely as if it were done by Ian, if I use the sound function, I don't believe it will account for picking randomly from any of the sounds, i.e effect_gone1.wav or effect_gone2.wav. But if you want a single sound, this could work fine! I'll probably do it as part of my newer version of the scripts. There's a fewnew bits in there already. I should probably get cracking with that at some point. Craig On 07/12/2013 16:44, Allan Thompson wrote: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=0effects.Hopefully I made some kind of sense on this request, grin. al The truth will make you free" Jesus Christ of Nazareth 33AD