Author Topic: Gulitine  (Read 362 times)

Legacy_Builder_Anthony

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Gulitine
« on: August 21, 2011, 05:32:15 pm »


               Theres a gulitine placeable.The thing that chops off heads.It doesnt have any sound attached to it.It plays a animation when clicked.One going up with the blade and one going down with the blade.I figure i can add two differnt sounds to it.Like a rope sound going up and a metal sound going down.I know the sounds have to be played in the area.I can post the script here with the sounds but i dont have a script to do it.Script request.

I figure it just sets a varible or int on it and when its used it sets it to one and when its used again it sets it to zero.Script request.
               
               

               
            

Legacy_ffbj

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Gulitine
« Reply #1 on: August 21, 2011, 06:42:40 pm »


               Yeah you really need the sound for the total impact with a guillotine.  Didn't know there was one.
               
               

               
            

Legacy_Builder_Anthony

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Gulitine
« Reply #2 on: August 21, 2011, 10:39:08 pm »


               Ya its kinda cool i dont know what hak it came with maybe cep?
               
               

               
            

Legacy_ffbj

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Gulitine
« Reply #3 on: August 22, 2011, 01:08:11 am »


               Yeah it must be cep.
               
               

               
            

Legacy_ffbj

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Gulitine
« Reply #4 on: August 22, 2011, 01:37:28 am »


               OhI had one in my old module, but according to the script it does have sounds attached:
void main()
{
    string sSound1 = GetLocalString(OBJECT_SELF, "CEP_L_SOUND1");
    string sSound2 = GetLocalString(OBJECT_SELF, "CEP_L_SOUND2");
    if (GetLocalInt(OBJECT_SELF,"CEP_L_AMION") == 0)
    {
        object oSelf = OBJECT_SELF;
        PlaySound(sSound1);
        DelayCommand(0.1, PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE));
        SetLocalInt(OBJECT_SELF,"CEP_L_AMION",1);
    }
    else
    {
        object oSelf = OBJECT_SELF;
        PlaySound(sSound2);
        DelayCommand(0.1, PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE));
        SetLocalInt(OBJECT_SELF,"CEP_L_AMION",0);
    }
}

ty this:
void main()
{
    string sSound1 = GetLocalString(OBJECT_SELF, "as_cv_ropepully");
    string sSound2 = GetLocalString(OBJECT_SELF, "c_spiker_dead");
    if (GetLocalInt(OBJECT_SELF,"CEP_L_AMION") == 0)
    {
        object oSelf = OBJECT_SELF;
        PlaySound(sSound1);
        DelayCommand(0.1, PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE));
        SetLocalInt(OBJECT_SELF,"CEP_L_AMION",1);
    }
    else
    {
        object oSelf = OBJECT_SELF;
        PlaySound(sSound2);
        DelayCommand(0.1, PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE));
        SetLocalInt(OBJECT_SELF,"CEP_L_AMION",0);
    }
}
Ok I think I figured it out zep on/off is the generic name of the script, you have to put in the sounds and then saveas, change the name to guillotine or something like that.
               
               

               


                     Modifié par ffbj, 22 août 2011 - 12:53 .
                     
                  


            

Legacy_Builder_Anthony

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Gulitine
« Reply #5 on: August 22, 2011, 02:35:09 am »


               Cool thanks ill post the sounds i use if those sound cheesy.I appreciate it because a gulitine with no sound kinda sucks lol