[ian-reeds-games] Re: effect sound

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 9 Dec 2013 14:30:54 -0500

Glad to hear that man! I can't wait to see these new ones in action!

al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
Sent: Monday, December 09, 2013 2:24 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: effect sound

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=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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