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more than one sound.tdf entry per action

Posted: 20 Mar 2007, 14:39
by monohouse
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.

Posted: 20 Mar 2007, 17:08
by AF
That entire system is made obsolete by the new lua APIs.

Posted: 20 Mar 2007, 17:18
by Guessmyname
and by the play-sound thing you can put in scripts

Posted: 20 Mar 2007, 17:20
by rattle
Guessmyname wrote:and by the play-sound thing you can put in scripts
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.

How much effort is it to do it via LUA?
Quite frankly, I still think this is a good idea.

Posted: 20 Mar 2007, 17:52
by Guessmyname
rattle wrote:
Guessmyname wrote:and by the play-sound thing you can put in scripts
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.
True, but a lot of other things can be

Posted: 20 Mar 2007, 18:00
by AF
But Lua scripts can.

Posted: 21 Mar 2007, 08:24
by yuritch
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?

Posted: 21 Mar 2007, 11:22
by smoth
one of the things that bugs me is that I can only have one acknowledge etc per unit.

in ta we could have several per unit... and ta would randomize which one it would play on select/attackorder/etc.

Posted: 21 Mar 2007, 13:27
by monohouse
yeah and besides, Lua lags when enabled