stants Experienced Adventurer
Number of posts : 71 Age : 50 Location : Maidstone, Kent, UK Humor : I shall tear your soul Apart!!!!! Adventure Points : 32 Registration date : 2009-09-16
| Subject: RE: Sounds & music Tue May 03, 2011 6:57 am | |
| Ok im playing a large wav file when im in location 1.
What I want to do is this:
If the player types 'in' i want to stop the first sample thats playing and play a new sample turboliftdoor.wav Also if the player types out i want to play a sample turboliftdoor.wav
Can you stop and start samples by referring to what the user types. i.e. they type a direction and it plays a sound.
Thanks
Stants
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catventure Admin Adventurer
Number of posts : 410 Age : 72 Location : UK Humor : Enjoys a laugh! Adventure Points : 77 Registration date : 2008-06-08
| Subject: Re: RE: Sounds & music Tue May 03, 2011 8:56 am | |
| Sure. To do that you would need to 'override' the standard default RESPONSE entry for "go %directn1%" - the basic entry which controls movements between locations in the game... That means you must put your custom "go XXX" entries ABOVE that one , so it will trigger and execute before the standard entry gets to be processed.
So you need to construct entries very similar to these (with your room numbers of course):
[start]go in#room=XXX[acts]playsampleturboliftdoor.wav#gotoXXX[end]
[start]go out#room=XXX[acts]playsampleturboliftdoor.wav#gotoXXX[end]
action "gotoX" - puts player in stated room and automatically describes it
Hope this helps
Phil. |
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