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Cartread
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« Reply #20 on: December 13, 2007, 09:43:21 AM » |
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Eisenhouwer Add sounds with module_mission_templates into whichever mts you wish. The most prominent town mt is town_default and the most prominent battle mt is lead_charge.
So to have a sound activated in town_default, you'd use play_sound in town_default's trigger section:
[ (1, 0, ti_once, [], [ (store_current_scene, ":cur_scene"), (scene_set_slot, ":cur_scene", slot_scene_visited, 1), ]), (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners")]), (ti_inventory_key_pressed, 0, 0, [(set_trigger_result,1)], []), (ti_tab_pressed, 0, 0, [(set_trigger_result,1)], []), (1, 2, 3, [],[(play_sound,"snd_asants_lumber_1")]),
],
1 is the check interval, 2 the delay, and 3 the rearm (they can be any time you want, so for instance 0,0,60 would play the sound every minute). (note: the sound will overlap if its play time is longer than the check+delay+rearm times)
play_sound calls a sound from module_sounds if you're using your own sound you need to add it to module sounds, the M&B/Modules/yourmod/Sounds and do 1 for scan module sounds in module.ini
----- game_rain is a module_particle_system, but it is part of the M&B weather system which is unmoddable.
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