I get that much, what I meant was can both shallow water and tall grass be combined into one script?
[Request] Change Enhanced Music Track Script and Play SFX when Walking
Started by
Xenix
, Jan 20 2012 05:05 PM
23 replies to this topic
#16
Posted 28 January 2012 - 04:21 AM
#17
Posted 28 January 2012 - 11:02 AM
Here you go. I just copied/pasted the script, changed some variable names, and added the sound effect ID and frequency to the global variables.
Script
#18
Posted 28 January 2012 - 12:11 PM
i managed to get the script working with a little help from Zephino. I had to take the global part and make it a void ShallowWater() outside of the global part so it could have a separate Waitframe(); and called it after the while(true){ with ShallowWater();. It works great! Thanks!
#19
Posted 28 January 2012 - 12:22 PM
About enhanced music, unfortunately it's not modifiable via scripting.
#20
Posted 02 February 2012 - 02:09 AM
I haven't committed it yet (have to be sure it isn't buggy first), but I just added in Game->PlayEnhancedMusic(). Like Game->PlayMIDI(), though, it only lasts until you change screens, so it might not be what you need here.
#21
Posted 02 February 2012 - 05:51 AM
That actually is exactly what I need! Great Saffith! Thanks!
#22
Posted 02 February 2012 - 04:48 PM
Might as well note here that I also added Game->SetDMapEnhancedMusic, which will make it carry over between screens.
#23
Posted 02 February 2012 - 05:15 PM
That's great Saffith! I can't wait for the RC3 release!
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