FOnline Development > Questions and Answers
Audio lines
KingR:
Yes, absolutely! This command is in config.fos. I copied and pasted this into the _QuakeScreen void to test. (it's launched from a dialog line)
void InitializeGame() // Export
{
...
__DisableMouseEvents = false;
}
But there is another one in this form in client_cutscene.fos :
void mouse(int onoff, int, int, string@, array<int>@)
{
__DisableMouseEvents = (onoff <= 0);
}
However I don't know how to add a time event in :
void _QuakeScreen(int noise, int timeMs, int, string@, array<int>@)
{
//__DisableMouseEvents = true;
//Player.loseTurn = true;
QuakeScreen(noise, timeMs);
}
in this form?
CreateTimeEvent(AFTER(REAL_SECOND(X)), "name_lineX", npc.Id, false); //goes towards an uint
???
KingR:
Problem solved thanks !!!!
KingR:
The solution : for the audio of the dialogues, I used PlayMusic instead of PlaySound :
void r_PlayMarcus(Critter& player, Critter@ npc, int val)
{
// passing value for dialog
if(val == 1)
PlayMusic(player, "MCS1A.wav", 0, 0);
else if(val == 2)
PlayMusic(player, "MCS1B.wav", 0, 0);
else if(val == 3)
PlayMusic(player, "MCS1C.wav", 0, 0);
This temporarily stops the music in that area, but I restart it at the end of the dialogue ;D
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