I think that for sounds to play in TB, they can't be vbr encoded mp3s. -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey Sent: Tuesday, March 17, 2015 1:52 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: looking for some help That's no problem, I was asking a lot of questions when I started too. Most of mine were mistakes that I kept making though, if I remember correctly. For the death sound, yes. grunt_death would theoretically play when the grunt dies, if you specify the sound=grunt in the grunt's unit file. Some sounds might not play, though. I guess it depends on the bitrate of the sound, or something along those lines. I have a couple of sounds that won't play in the game that do play in media player, so I have to look into them one of these days. On 3/16/15, garrett knight <wolfofthewind48@xxxxxxxxx> wrote: > woah, yeah I think i'm all good with that at the moment. Thank you > though. Sorry I keep having so meny questions, but i'm trying to get > sounds to play when some units die, and i've tried a few different > things. But the death sounds for the particular unit aren't playing > when the particular unit dies. I know you have to spesify the file in > question with something like, grunt_death right? The units in question > do not have sounds for when you curser over them yet > > On 3/16/2015 9:23 PM, Monkey wrote: >> There is a way to set that, although it's a bit of a pain at the moment. >> Give the skill a particular point, and set it to...whatever. For this >> example, we'll use bash as the point in question. So in the skill, >> say your point is set to bash_cost=1. You'll need to create an effect >> that has a duration of 0, and has bash_restore=1 in it. Use that >> effectwith the tag self_effects=effectName in the shield bash skill. >> Now, give the unit who has the skill that bash point, and have the >> point set to 0. Example: "bash_max=0". >> Then go to the item file and put this under the |script_flags section: >> equip_max_mod bash|1 >> Now, just ensure that the shield is 'NOT' equipped by default and you >> should be able to use the skill only when the shield is equipped. >> >> On 3/16/15, garret knight <wolfofthewind48@xxxxxxxxx> wrote: >>> Did, still a no go. Sighs. Oh well. It looks like I might have to >>> just scrap that skill for now. Maybe if there's ever a way to keep >>> people from using a skill unless they have a sertent item equipped i >>> can put it back in. Again, thanks all for your help. The ai is doing >>> what it should again and everything else is working. >>> >>> On 3/16/2015 7:34 PM, Monkey wrote: >>>> Not sure if it'll help, but add an equip_type= flag to your shield, >>>> as well as to the unit that bears it. Make sure the text after the >>>> = is the same in both instances. >>>> >>>> On 3/16/15, garret knight <wolfofthewind48@xxxxxxxxx> wrote: >>>>> Yep, that's all done, and after putting the wait flag for the ai, >>>>> things acted normaly. But there's still the question of why the >>>>> shield bash skill isn't working like I intended. Here's the meet >>>>> of the shield bash skill >>>>> >>>>> Skill >>>>> 10 >>>>> |flags >>>>> description an attack that drives your shield at a foe. You must, >>>>> of course, be wielding a shield for this to work. >>>>> enemy >>>>> ai_attack >>>>> actions_cost=1 >>>>> energy_cost=15 >>>>> health_inflict=0 >>>>> sound=bash >>>>> range=1 >>>>> >>>>> Now here is the meet of the shield item that my hero starts out with. >>>>> The intent of this is to make it so the skill only does damage >>>>> when you have a shield equipped >>>>> >>>>> Item >>>>> 10 >>>>> |flags >>>>> description surrithia's childhood shield. Rather splintered, but >>>>> still usable. >>>>> equip_slots=left_hand >>>>> health_protect=3|normal,2|demonic >>>>> shield_bash_health_inflict_mod=30 >>>>> >>>>> On 3/15/2015 5:54 PM, Monkey wrote: >>>>>> Also, did you use the enemy flag in the skills in question? >>>>>> >>>>>> On 3/15/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote: >>>>>>> The ai_wait flag goes in the unit files. You can set it in the >>>>>>> default one, if you'd rather do that. >>>>>>> >>>>>>> Sight range is set, kay. Did you also set the range for each >>>>>>> skill, like Carlos suggested? >>>>>>> >>>>>>> On 3/15/15, Garrett <wolfofthewind48@xxxxxxxxx> wrote: >>>>>>>> Another question I forgot to put in the last message, where do >>>>>>>> you set that flag? The ai wait one. >>>>>>>> >>>>>>>> Sent from my iPhone >>>>>>>> >>>>>>>>> On Mar 15, 2015, at 7:19 PM, Carlos Macintosh >>>>>>>>> <sleepio1@xxxxxxxxxxx> >>>>>>>>> wrote: >>>>>>>>> >>>>>>>>> Are you using fog of war flags, use unseen/unexplored If so, >>>>>>>>> you need to make sure all units have a sight range flag set. >>>>>>>>> Put it in default unit flags to make it easier. >>>>>>>>> All skills need to have a range. The default range is 0. >>>>>>>>> If you use fog of war flags you should make sure you enable >>>>>>>>> ai_wait_until_enemy_in_sight in order to minimize lag on large >>>>>>>>> maps. >>>>>>>>> >>>>>>>>>> On 3/15/2015 4:59 PM, garret knight wrote: >>>>>>>>>> yep, the ai_attack flag is present in the skills in question. >>>>>>>>>> The thing is though that the units aren't even moving. They >>>>>>>>>> just stand there and look pritty. The units that i'm trying >>>>>>>>>> to use the shield bash skill don't have any protection flags. >>>>>>>>>> This is strange. >>>>>>>>>> >>>>>>>>>>> On 3/15/2015 1:50 PM, Monkey wrote: >>>>>>>>>>> The massive lag is something that is a side effect of large >>>>>>>>>>> maps. >>>>>>>>>>> I >>>>>>>>>>> don't think the terrain has anything to do with it, seeing >>>>>>>>>>> as I removed the terrain from one of my maps just to see if >>>>>>>>>>> there was a difference and there wasn't. >>>>>>>>>>> It seems to be mainly map size and the amount of units on >>>>>>>>>>> it...at least, that's my guess. >>>>>>>>>>> >>>>>>>>>>> The enemies aren't attacking? Hmm...try adding the ai_attack >>>>>>>>>>> flag to the attacking skills, if you haven't already and see >>>>>>>>>>> if that works. >>>>>>>>>>> >>>>>>>>>>> The unit you're using the shield skill on. Does it have a >>>>>>>>>>> health_protect flag? Because if so, it's possible that the >>>>>>>>>>> number there is too high and therefore the shield won't >>>>>>>>>>> damage it because of that. >>>>>>>>>>> >>>>>>>>>>>> On 3/15/15, garrett knight <wolfofthewind48@xxxxxxxxx> wrote: >>>>>>>>>>>> hay all >>>>>>>>>>>> I have a few questions that i'm hoping that I can get some >>>>>>>>>>>> answers to. >>>>>>>>>>>> First off, in 1 of my maps, I have the hole map set up as a >>>>>>>>>>>> maze. >>>>>>>>>>>> For >>>>>>>>>>>> what ever reason, when the player turn ends, there's this >>>>>>>>>>>> massive lag spike before the battle log is displayed, and >>>>>>>>>>>> at witch time, nothing happens. The maze has quite a few >>>>>>>>>>>> twists and turns, and i'm wondering if it might be just >>>>>>>>>>>> that the map is to complex for the computer? >>>>>>>>>>>> There >>>>>>>>>>>> are >>>>>>>>>>>> a few places where you have to use a leap skill to get over >>>>>>>>>>>> terrain that will pritty much mop the floor with you as >>>>>>>>>>>> soon as you step on it. >>>>>>>>>>>> Even >>>>>>>>>>>> when the player unit stands right in front of an enimy, >>>>>>>>>>>> they will not attack, even though the skills, teams, and >>>>>>>>>>>> other stuff is set up right. >>>>>>>>>>>> Second, I have a shield bash skill, that does 0 damage. But >>>>>>>>>>>> I have a flag on the shield in particular that the player >>>>>>>>>>>> uses that mods the health inflict number to something like >>>>>>>>>>>> 30, but when using the shield, it still does 0 damage even >>>>>>>>>>>> when you equip the shield. Any help on these issues would >>>>>>>>>>>> be greatly appreciated. Also i would like to thank everyone >>>>>>>>>>>> who has been helping me along so far. >>>>>>> -- >>>>>>> -Mew >>>>>>> __________ >>>>>>> http://www.savethefrogs.com/ >>>>>>> >>>>> >>> >>> >> > > > -- -Mew __________ http://www.savethefrogs.com/
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