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Audio lines

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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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