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11
Questions and Answers / Re: Audio lines
« Last post by KingR on March 02, 2025, 09:58:48 pm »
Problem solved thanks !!!!
12
Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 02:40:00 pm »
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

 ???
13
Questions and Answers / Re: Audio lines
« Last post by Slowhand on March 01, 2025, 02:04:55 pm »
   __DisableMouseEvents = true; // I added this, but the mouse freezes permanently

Well, I haven't tried, but where is the code where you enable the mouse events? Somewhere you should be calling __DisableMouseEvents = false; right? Maybe add an event timer for it? Just some ideas.
14
Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 11:28:37 am »
On the other hand, do you know a trick to disable the player's mouse for a given time? I saw something about it in the code, but I couldn't develop it.

void _QuakeScreen(int noise, int timeMs, int, string@, array<int>@)
{
   
   __DisableMouseEvents = true; // I added this, but the mouse freezes permanently
   //Player.loseTurn = true;
   //QuakeScreen(noise, timeMs);
   
}
15
Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 11:26:35 am »
Thank you very much Slowhand, you save me many hours of testing for nothing.  ;D
They had wanted to include this in this form: bool canStop

void PlayVideo(Critter& cr, string& videoName, bool canStop)// Export   
{
    if(cr.IsPlayer())
        cr.RunClientScript("_PlayVideo", canStop ? 1 : 0, 0, 0, videoName, null);
}



But it is not developed.  ::)
16
Questions and Answers / Re: Audio lines
« Last post by Slowhand on February 27, 2025, 08:33:59 pm »
Neither in FOClassic nor in Reloaded S2 such features do not exist. You cannot stop a sound once it's played.
17
Questions and Answers / Audio lines
« Last post by KingR on February 25, 2025, 09:09:36 pm »
Hi all.
I added Marcus' audio lines, in this form, in dialog.fos

void r_PlayMarcus(Critter& player, Critter@ npc, int val)
{
   
    if(val == 1)
        PlaySound(player, "MCS1A.ACM");
    else if(val == 2)
        PlaySound(player, "MCS1B.ACM");

The problem is that if the player go too quickly in the dialogue, the audio lines are added one on top of the other.

I would like to find a line code that stops the sounds played, just before launching the audio line. Does anyone have an idea how to do it? I'm worked on the Reloaded Season 2 server.
18
Questions and Answers / Re: Crash Win 10
« Last post by KingR on February 25, 2025, 08:33:23 pm »
Thank you very much Slowhand ! This will be very useful to me.
19
Questions and Answers / Companion commands and params
« Last post by Gimper on February 06, 2025, 06:57:07 am »
So I just recently got into the development side of things, and I'm wondering how to use commands to change the parameters of Companion followers. Not sure if it matters, but I'm using a modified version of reloaded s3 source.
20
Questions and Answers / Re: How do we add effects to items?
« Last post by cthulchu on February 06, 2025, 01:45:43 am »
oh damn it's in the dlls? What a pain.
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