[ian-reeds-games] Re: Skill sound thought

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 25 Jan 2017 13:25:42 -0500

Ok, thanks! 

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Tuesday, January 24, 2017 12:04 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Skill sound thought

I believe you can, yes.
I know for a fact that you can prefix a sound with the unit's filename
and that sound will play when the unit uses the attack, so the failure
sound should work there too.

On 1/24/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

So you mean I could use the name  of the unit before the generic
skill_fail.mp3?
I know that would work for all skills regardless, but it will do that for
all skills by a single unit?

al


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Monday, January 23, 2017 11:36 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Skill sound thought

You don't need a script for that. Just append _fail to the end of the
spell/skill fail sound for that spell or skill and it'll play.
So something like
king_fireball.wav
king_fireball_fail.wav
And the fail sound will play when that skill or spell fails.

On 1/23/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
To anyone interested...
The death sound script is a God send for units. I was wondering if there
is
a
way to make a skill_fail_sound script flag for skills.

Reason being is that spell failures and weapon failures really should
sound
different to me. With the number of weapons and spells, I  got a large
amount
of sounds that do nothing but tell you you're a loser...in terms of a
roll
of
the dice against a monster, grin.

Thanks for reading.
al


"The truth will make you free"
Jesus Christ of Nazareth 33AD



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