[MOD] Eye of the Dragon
Re: [MOD] Eye of the Dragon - version 4 released
Hi everyone. I have finished testing of version 5. Now I am making minor corrections, so the dungeon is going to be ready soon !
Re: [MOD] Eye of the Dragon - version 5
version 5 uploaded. I will upload it on nexus soon as well I hope. Enjoy, let me know if you find any bug, or just provide me with any feedback
Re: [MOD] Eye of the Dragon - version 5
Hello.
Thanks for your work
One question:
i.m playing now version 4, how i make to put version 5 and dont losse my savegames?
Thank in advadce and sorry for my english
Thanks for your work
One question:
i.m playing now version 4, how i make to put version 5 and dont losse my savegames?
Thank in advadce and sorry for my english
Re: [MOD] Eye of the Dragon - version 5
Hello. it is not possible as there is too much changes... if you want start version 5, you need start from begining.TRANG wrote:Hello.
Thanks for your work
One question:
i.m playing now version 4, how i make to put version 5 and dont losse my savegames?
Thank in advadce and sorry for my english
Re: [MOD] Eye of the Dragon - version 5
ok, thanks.
Them i play it again.
Them i play it again.
Re: [MOD] Eye of the Dragon - version 5
oy Drakkan , you think you could send your Controlling Looping Sounds System script? the one Batty showed wasn't enough for me to understand it , welp, I have invisible sounds doors that work fine at least... But, would need a more concrete example to help me... also , keep up the good work , your dungeon is really well made =].
Re: [MOD] Eye of the Dragon - version 5
hello man. I have used what Batty has invented, just little "easier". You need insert what you want as sound in your object.lua as door, for example you want play waterfall (you need these sounds defined as well in your sounds.lua)Thatguy wrote:oy Drakkan , you think you could send your Controlling Looping Sounds System script? the one Batty showed wasn't enough for me to understand it , welp, I have invisible sounds doors that work fine at least... But, would need a more concrete example to help me... also , keep up the good work , your dungeon is really well made =].
cloneObject{
name = "sound_waterfall",
baseObject = "dungeon_door_portcullis",
openSound = "sx_waterfall",
closeSound = "silence",
lockSound = "sx_waterfall",
}
then you just place this object in the editor where you want to play it and activate it somehow (plate, script etc...) and then also deactivate it when leaving the level (or in next floor, etc...) so the sound will not be hearable across the levels. Or you can just destroy that sound object (function destroy()), so you do not need silence sound.
Of course you want the door to be invisible, read Battys instruction how to do that. I avoid that, just placing the door object behind the secret wall, you can hear the sound this way as well. I was not able to do with it something better, so adress Batty if you want something more "clever" hope that helped a little.
Re: [MOD] Eye of the Dragon - version 5
hurmm im able to hear my sounds when my invisible doors open hehe but... its this part i wasnt able to integrate properly...
did you used this part in your scripts?
Edit: yup , looks like if im able to fix this one i would need to simply make a list of sounds that would automaticly restart on saves reloading and when you fall into a pit and return back on the floor you were..
Code: Select all
function restoreSound(current)
local l, x, y
for sound, state in pairs(sounds[current]) do
if state == "on" then
l = findEntity(sound).level
x = findEntity(sound).x
y = findEntity(sound).y
for entity in entitiesAt(l, x, y) do
if entity.name == findEntity(sound).name then
entity:setDoorState("closed")
entity:open()
end
end
end
end
end
sounds = { [1] = { },
[2] = { },
[3] = { } }
function soundStateOn(id, l)
sounds[l][id] = "on"
end
function soundStateOff(id, l)
sounds[l][id] = "off"
end
function startSound(sound, l, x, y, f, id)
spawn(sound, l, x, y, f, id):open()
soundStateOn(id, l)
end
function stopSound(id)
soundStateOff(id, findEntity(id).level)
findEntity(id):destroy()
end
Edit: yup , looks like if im able to fix this one i would need to simply make a list of sounds that would automaticly restart on saves reloading and when you fall into a pit and return back on the floor you were..
Re: [MOD] Eye of the Dragon - version 5
nope I did not. YOu need ask some scripter about this, this is too way complicated for meThatguy wrote:hurmm im able to hear my sounds when my invisible doors open hehe but... its this part i wasnt able to integrate properly...
did you used this part in your scripts?Code: Select all
function restoreSound(current) local l, x, y for sound, state in pairs(sounds[current]) do if state == "on" then l = findEntity(sound).level x = findEntity(sound).x y = findEntity(sound).y for entity in entitiesAt(l, x, y) do if entity.name == findEntity(sound).name then entity:setDoorState("closed") entity:open() end end end end end sounds = { [1] = { }, [2] = { }, [3] = { } } function soundStateOn(id, l) sounds[l][id] = "on" end function soundStateOff(id, l) sounds[l][id] = "off" end function startSound(sound, l, x, y, f, id) spawn(sound, l, x, y, f, id):open() soundStateOn(id, l) end function stopSound(id) soundStateOff(id, findEntity(id).level) findEntity(id):destroy() end
Edit: yup , looks like if im able to fix this one i would need to simply make a list of sounds that would automaticly restart on saves reloading and when you fall into a pit and return back on the floor you were..
Re: [MOD] Eye of the Dragon - version 5
aw , oki then thx for yer time.