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Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490120 is a reply to message #490119] Wed, 24 December 2014 18:11 Go to previous messageGo to previous message
dblaney1 is currently offline  dblaney1
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Neijwiert wrote on Wed, 24 December 2014 18:00

dblaney1 wrote on Wed, 24 December 2014 14:36

What about a workaround. Maybe a way to have a simplegameobj have a sound that loops when it is on the map. Add an ambient sound setting to simplegameobjs definition. If you get destroy the object the sound stops playing. Sort of like the beacon beeping sound or an engine sound. Then you could also make an script that you can attach to a Daves arrow that spawns the simple object on creation, destroys it on building destruction and spawns it again on restore. That would make the building state sounds work client side. Being able to attach ambient sounds to simplegameobjs would have a lot of other uses as well so this functionality would benefit more than just building state sounds.

The sound playing and the looping would all be handled client side so it should be possible to do without too much hassle compared to having to deal with handling this over the network.

This wouldn't necessarily help for existing maps but it definitely would work for new maps. Just make simplegameobj presets for each ambient sound you want. Maybe make it work with twiddlers as well.

I think the work required to do this "work-around" could be just as much as implementing the real fix itself.

EDIT:
Besides I don't think JonWil likes ugly work-arounds, I know I wouldn't lol.

EDIT #2:
But still +1 for coming up with an alternate solution, better than nothing.


An ambient sound for an object would have a lot of useful purposes outside of the building states sounds anyway. I could think of dozens of uses for it right off the top of my head. Would be worth implementing regardless. The only thing TT would really have to do is implement the ambient sound part. The rest could actually be done by server owners in scripts.dll although having a script built-in to the scripts.dll release would make it standardized for mappers and make it work on any server running 4.2.

[Updated on: Wed, 24 December 2014 18:19]

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