Re: [MOD] Eye of the Dragon - version 4 released
Posted: Thu May 16, 2013 7:20 pm
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
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 =].
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
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..