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 >>> >>> >>> >>> >> >> > > >