Multiple unit sounds
Moderator: Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Multiple unit sounds
At the moment units do not play the entirety of their unit sounds (as defined in SOUNDS.tdf). They will only play the first selection of a given sound command (ie, of select1, select2, select3, only select1 will ever work).
There's a relatively easy way around this (and perhaps more flexible), to simply come up with some random variable play-sound in the script. It would de essentially the same thing but still, is this going to be remedied anytime soon?
Thanks.
There's a relatively easy way around this (and perhaps more flexible), to simply come up with some random variable play-sound in the script. It would de essentially the same thing but still, is this going to be remedied anytime soon?
Thanks.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Code should be something like the current code, except where it defines which sound to use, you have
etc.
Then
BTW this is pseudo code....
Code: Select all
SELECT=2 ;this is the number of sounds this unit has for this function
Select1=<insert soundname>
Select2=<insert soundname>
Then
BTW this is pseudo code....
Code: Select all
On select UNIT
Numb = RandomNumber between 1 and SELECT
Play "Select" Numb
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- Posts: 501
- Joined: 18 May 2006, 21:19
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
One of the things i loved in the ill fated TA:Kingdoms was the fact that most of the unit aknolegments were transformed into a non-annoying soft beep and only ocasionally would we be hearing the unit's specific sound.
Really usefull after we have heard 10000^n times your peeper aknowledging you new move order.
Really usefull after we have heard 10000^n times your peeper aknowledging you new move order.
It would be nice if the units also made sounds while moving, etc, and not just when getting commands.
What comes to those ack-sounds (when commands are given) there really should be more of them and random picking, or perhaps some more advanced logic... For example, if the same unit is given commands multiple times in a short period (possibly before it finishes the last), it could get less and less verbose every time, and not play any sounds at all if spammed too much.
Obviously, actually recording or generating the sounds requires a lot of time and skill, which is probably the greatest obstacle here.
Additionally, music, optimally one that changes based on the situation, would be nice.
What comes to those ack-sounds (when commands are given) there really should be more of them and random picking, or perhaps some more advanced logic... For example, if the same unit is given commands multiple times in a short period (possibly before it finishes the last), it could get less and less verbose every time, and not play any sounds at all if spammed too much.
Obviously, actually recording or generating the sounds requires a lot of time and skill, which is probably the greatest obstacle here.
Additionally, music, optimally one that changes based on the situation, would be nice.