McJobless Posted November 11, 2010 Share Posted November 11, 2010 Couldn't we use .npl scripts and mission dialouge to play loops when certain events happen? Like, when someone gets a toolstore built, we write in the .npl to do a objective sound and replace it in the .txt file with a music loop? Also, I pretty sure this method is 100% useable without "firing the Cheif" as I have played mission in original LegoRR campaign where he would say a line without appearing on-screen. Anyways... Meh. Link to comment Share on other sites More sharing options...
Aki Dazrold Posted November 11, 2010 Share Posted November 11, 2010 You could probably replace the sound file where cheif babbles at the respective point with a music track. Link to comment Share on other sites More sharing options...
Cirevam Posted November 11, 2010 Share Posted November 11, 2010 I've already done that in at least one level. In Frozen Frenzy (my test-everything level) I replaced the "build up your base" audio with a music file. It works nicely until you want to pause the game. Link to comment Share on other sites More sharing options...
Lair Posted November 12, 2010 Share Posted November 12, 2010 Mouse and I discussed something like this. Adding in a line to make looping music. Never got it to work. Link to comment Share on other sites More sharing options...
McJobless Posted November 12, 2010 Author Share Posted November 12, 2010 I've already done that in at least one level. In Frozen Frenzy (my test-everything level) I replaced the "build up your base" audio with a music file. It works nicely until you want to pause the game. Let me guess, music keeps playing during the Pause Mode? I'll do my research. Link to comment Share on other sites More sharing options...
Cirevam Posted November 12, 2010 Share Posted November 12, 2010 Your guess STINKS ON ICE. Chief's messages stop when you pause the game and don't continue when you unpause. The same happens for the music. Link to comment Share on other sites More sharing options...
McJobless Posted November 12, 2010 Author Share Posted November 12, 2010 Your guess STINKS ON ICE. Chief's messages stop when you pause the game and don't continue when you unpause. The same happens for the music. Fail Guess is mistake. Still, I be workin' on a solution after my parties Link to comment Share on other sites More sharing options...
Cyrem Posted November 12, 2010 Share Posted November 12, 2010 I haven't checked this, so it's a wild guess.... is there a function to check if a sound is playing? You could also try this, when the game begins, set a timer and play a song. When the timer runs out, play the song again and reset the timer. Link to comment Share on other sites More sharing options...
Lair Posted November 13, 2010 Share Posted November 13, 2010 I haven't checked this, so it's a wild guess.... is there a function to check if a sound is playing? You could also try this, when the game begins, set a timer and play a song. When the timer runs out, play the song again and reset the timer. That's what Mouse and I thought of. Problem is we couldn't figure out how to code it in an NPL. Or do you mean something else? Link to comment Share on other sites More sharing options...
Cyrem Posted November 14, 2010 Share Posted November 14, 2010 I haven't checked this, so it's a wild guess.... is there a function to check if a sound is playing? You could also try this, when the game begins, set a timer and play a song. When the timer runs out, play the song again and reset the timer. That's what Mouse and I thought of. Problem is we couldn't figure out how to code it in an NPL. Or do you mean something else? It should work similar to how the level win code goes. You know how there is a wait on some levels from when you complete the objective till when the game actually teleports you up? Well thats on a timer, so maybe take a look at how that works. Link to comment Share on other sites More sharing options...
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