select1=X;
select2=Y;
and so that they both work, currently they dont, when more than one entry exists none of the sounds will be played.
more than one sound.tdf entry per action
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Hm actually no. We've had this discussion before (I'm pretty sure there is another thread like this) and things like selection sounds can't be done in BOS script.Guessmyname wrote:and by the play-sound thing you can put in scripts
How much effort is it to do it via LUA?
Quite frankly, I still think this is a good idea.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
There is one thing with play-sound that is fundamentally different from selection sounds. You can hear the sounds enemy units emit with play-sound even if you cannot see the units themselves. For example, add some engine sounds to tanks and you will know where they are on a map even if none of your units has them in LOS. That can be undesirable.
So the question is, is the same true for sounds made with lua scripts? Will the player hear sounds from things not in LOS?
So the question is, is the same true for sounds made with lua scripts? Will the player hear sounds from things not in LOS?