I'm glad it did. Though I'm not entirely sure what was different lolIronMaiden wrote:the function code you gave me did it it activates via a pressure plate as i enter the loot room and the entire song plays )Neikun wrote:Which did it? The min distance?
adding custom sound to a secret
Re: adding custom sound to a secret
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Re: adding custom sound to a secret
Neikun wrote:I'm glad it did. Though I'm not entirely sure what was different lolIronMaiden wrote:the function code you gave me did it it activates via a pressure plate as i enter the loot room and the entire song plays )Neikun wrote:Which did it? The min distance?
mine looked like this:
function playsound()
playSound("Invader")
end
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Re: adding custom sound to a secret
I wonder if perhaps 'playsound' is sacrosanct in some way, and you were essentially trying to redefine an internal function called 'playsound' with your function definition? By renaming it to 'invadersound' you might have avoided that clash. Just a thought as to the mystery!
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Re: adding custom sound to a secret
yeah, that's one problem that crops up now and then, the accidental reuse of some term or name, such as naming an entity and function the same thing, or in this case, naming a function the same as some other command that already exists.
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Re: adding custom sound to a secret
That's what I thought, though I thought I had already brought up that point earlier in the thread too.
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Re: adding custom sound to a secret
will this work with monsters going hostile?
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Re: adding custom sound to a secret
i can get playSound("torch_burning") to work in a SE but not playSoundAt("torch_burning", 11, 9)
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Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc