I used the goblin archer sound for my orc commander, aha. I prefer the leaders to have different sounds than the rest of them, for distinguishing purposes as well as just personal preference. I agree though, that sounds very orc-like. On 2/27/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote: > Regarding your Ork/Goblin sound issue, why not use the Goblin Archer sound > for Orks and the Goblin Grunt sound for Goblins? The Goblin Archers in the > Getting Started maps sound very Ork-y to me. > >> Date: Fri, 27 Feb 2015 16:24:53 -0700 >> Subject: [ian-reeds-games] Re: Script explanations wanted >> From: murtagh69.monkeys@xxxxxxxxx >> To: ian-reeds-games@xxxxxxxxxxxxx >> >> I meant for useable items, yes! I should've clarified that when I >> brought it up earlier, oops. >> Although I do like the thought of a percent inflict option...you know, >> instead of putting down a number after health_inflict=, you can put a >> percentage instead. But I don't think you have control over that since >> it's not a scripting thing. >> >> Darn! Worth a try though! I guess music changing when a certain unit >> comes into sight isn't doable either, right? >> >> Yeah, I was considering that. I'm just worried because I have the >> not_useable_on= flag in most of my skills so if I make more units I >> might forget to place their names into the skills that can't be used >> on them. But yes, I suppose that does work too. >> >> You did the randomize script flag, right? Is there a way ... I can >> summon one unit, but randomize the type that is summoned, and maybe >> have each one have a certain chance of appearing? Like, orcs have a >> 40% chance of being summoned, ogres a 30% chance, wargs a 10% chance, >> trolls a 10% chance, sappers a 5% chance, and demons a 5% chance? Or >> even without the percentage, but randomize the unit that appears on >> one tile? >> This way I can combine all of my summon skills for my orc commander >> into one or two, and the AI doesn't waste all of the AP on something >> that has such a low chance of succeeding. >> >> Do you know a place I could potentially find sounds for orcs? I >> currently have the goblin sound from the getting started maps, but I >> want to make goblins eventually and would prefer the two species to >> have different sounds. >> I'm also looking for a sound like a sword being stabbed into and then >> withdrawn from something, for a move that I've made. Kind of like the >> one from this: >> https://www.youtube.com/watch?v=2cLtsqz60ds&feature=youtu.be&t=2m22s >> >> On 2/27/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: >> > THe current percent inflict can be added fairly easily to items; it >> > would work only for items you can use, not items you can equip. >> > THe music changing thing is probably not feasible right now because >> > terrain isn't currently exposed to scripters. >> > >> > about the summon thing, I know this is probably not what you want, but >> > you could create a copy of the unit that had the attributes you wanted, >> > like limited lifespan or higher hp. You could use friendly type to make >> > it look the same as the normal unit. >> > >> > >> > On 2/27/2015 12:08 PM, Monkey wrote: >> >> Aha, thank you for explaining those! >> >> I'm actually curious now if there are other flags that exist but >> >> aren't in the map creation guide...because there's that inherits= one >> >> that I was wondering about before, now the friendly_type= flag. >> >> For the current_percent_inflict, would you please consider modifying >> >> it for the next release so that you can put that down for items as >> >> well? >> >> This is related to the music changing...is it possible to create a >> >> script allowing the music to change when you get to a certain terrain, >> >> or area on the map? Or when a certain unit becomes visible to you? I >> >> think it would be cool if when I reached a certain point in my first >> >> level the music would change since there's a boss battle. >> >> >> >> And this is non-script related. Is there a way to use a summon skill >> >> and at the same time give the unit more hp than it would normally >> >> have, or an effect that would cause it to die after a certain amount >> >> of time? I tried playing around with it, but I haven't had any success >> >> yet. >> >> >> >> On 2/27/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: >> >>> friendly_type works. You can use this on units and structures to >> >>> change >> >>> what the user hears when focusing on the unit with the cursor or >> >>> hitting >> >>> f4 for information. A good example of when to use it is if you have >> >>> several units that are all of the same type but have different skill >> >>> sets, such as if you had, say, a mage, and then in the next map you >> >>> had >> >>> the same mage but he now knew a new spell, you could use >> >>> friendly_type >> >>> to make the mages look the same, because you would otherwise have to >> >>> make their fileames sound the same, and that's just a lot of trouble >> >>> considering the variety of synthesizers and screen readers people >> >>> use. >> >>> So basically, friendly type is nice insurance for that. It is also >> >>> useful just to make a unit name shorter, or as a way to disguise what >> >>> units really are without confusing you as the map creator. >> >>> >> >>> >> >> >> > >> > >> > >> >> >> -- >> -Mew >> __________ >> http://www.savethefrogs.com/ >> > -- -Mew __________ http://www.savethefrogs.com/