Well, the sound being attached to each ffc is more an inconvenience than a problem. Try this testquest in b864 and see if it works for you. If it does, see what you are doing differently in your own quest. (It is unpassworded, but it is kind of random, I just put a bunch of screens together to test multiple possibilities of keys in the rooms.)
GB Style Compass
Started by
Sephiroth
, Oct 03 2008 07:14 AM
18 replies to this topic
#16
Posted 05 October 2008 - 11:54 PM
#17
Posted 06 October 2008 - 12:16 AM
alrigh ill try it, how about i just modify ''Game->playsound(PUT SFX) and put the sfx i want rather than putting the soound in every arguments tab?
alright just tested it and i think i know what the problem is..i think its cause the key is in a tresure chest, which is weird because in some screens the key is in the chest and when you pick it up and go back to the screen the sound doesnt play anymore BUT in other screens the sound still plays even when you receive the key
alright just tested it and i think i know what the problem is..i think its cause the key is in a tresure chest, which is weird because in some screens the key is in the chest and when you pick it up and go back to the screen the sound doesnt play anymore BUT in other screens the sound still plays even when you receive the key
Edited by drzchulo973, 06 October 2008 - 12:29 AM.
#18
Posted 06 October 2008 - 09:12 AM
Sure, I updated post 11 above ("version 2" of the script) to allow this as well. This introduces a new mode, specifically for boss keys. By the way, would it be helpful if I changed the script to have a constant sound effect variable you modify once, in the script, instead of adding the sound effect parameter to every single ffc? Or do you want to keep the option of being able to have different sound effects for different rooms?
Well, first of all, it could not be attached to the action portion of an item script, because the script would never be executed unless the compass was used as an actual selectable item. It would be difficult to set up the script as a pickup item script controlled by a global script (and avoid using it as an ffc script) because the locations of the rooms where the keys are would have to be hardcoded into the script, and so the script would become unusable to quest designers who don't know anything about scripting. As far as it playing the sound even after picking up the key, are you using version 2 of the script?
Thanks!~ A constant sound effect variable wouldn't be a bad idea, but I will use the script as it is now, simply because I like freedom with D# variables. Not to mention a few of my levels I may change the sound to a different one, or I'd use a different tone for the boss key. Thanks anyways, Elmensajero!
Edit: Awesome, v2 of the script works flawlessly. Thank you so much! ^.^'
#19
Posted 06 October 2008 - 09:35 AM
ahhhhh, i hate you sephiroth lol things always seem to work fine for you
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