more that 2 sounds
Moderator: Moderators
more that 2 sounds
I want more than two sounds for ant given unit. For those mods like 1944 and SWTA that have talking units, i get tired of hearing things like "Yes Sir", or "I'm on my way" over and over again.
If anyone knows how to fix this "problem", please tell me you can do it
Thank you
If anyone knows how to fix this "problem", please tell me you can do it
Thank you
Isn't it MTR yet? Because then it should be.
But what I wanted to post is: +1
And I mean change the C++ spring source so it uses all of the the gamedata/sound.tdf. Like select1, select2, select3 instead of using only select1 and ignoring the others. Don't tell us to use LUA!
Bonus point if it switches to annoyed1 annoyed2 etc... when the same unit is clicked too many times in a row.
Jackpot if Gaia AI team's Critter Level 1 explode when clicked twelve times.
But what I wanted to post is: +1
And I mean change the C++ spring source so it uses all of the the gamedata/sound.tdf. Like select1, select2, select3 instead of using only select1 and ignoring the others. Don't tell us to use LUA!
Bonus point if it switches to annoyed1 annoyed2 etc... when the same unit is clicked too many times in a row.
Jackpot if Gaia AI team's Critter Level 1 explode when clicked twelve times.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
For reference:
http://spring.clan-sy.com/phpbb/viewtop ... 283#185283
That code does not allow you to setup multiple ack sounds,
that would require a user widget (which is probably not what
yall are looking for, you want them to always be played). Lua
probably isn't the way to go (and it should be fairly simple to
remove the current limit). Now you just need someone to do
a little code (I'm otherwise occupied).
P.S. You could actually use the unsynced side of one of the
synced scripts to play the ack sounds by polling the selected
units, but yall aren't interested in that
http://spring.clan-sy.com/phpbb/viewtop ... 283#185283
That code does not allow you to setup multiple ack sounds,
that would require a user widget (which is probably not what
yall are looking for, you want them to always be played). Lua
probably isn't the way to go (and it should be fairly simple to
remove the current limit). Now you just need someone to do
a little code (I'm otherwise occupied).
P.S. You could actually use the unsynced side of one of the
synced scripts to play the ack sounds by polling the selected
units, but yall aren't interested in that

people need to stop replying to everything with "lol MTR shuttup" posts. Guess what? This topic isn't MTR. Yeah, sure, you said "it should be" but you didn't add it.zwzsg wrote:Isn't it MTR yet? Because then it should be.
But what I wanted to post is: +1
And I mean change the C++ spring source so it uses all of the the gamedata/sound.tdf. Like select1, select2, select3 instead of using only select1 and ignoring the others. Don't tell us to use LUA!
Bonus point if it switches to annoyed1 annoyed2 etc... when the same unit is clicked too many times in a row.
Jackpot if Gaia AI team's Critter Level 1 explode when clicked twelve times.