With
this you'll be able to
control on which floor
what sound is the door
opening/closing sound.
This is a new feature
recently found out, so
it's still unique to
this site.
Step
1. Open WL_ACT1.C and
search for "SND". The
first time you should
find:
//
// play door sound if in
a connected area
//
area =
*(mapsegs[0] +
farmapylookup[doorobjlist[door].tiley]
+doorobjlist[door].tilex)-AREATILE;
if
(areabyplayer[area])
{
PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
}
Step 2. Change this to,
for example:
//
// play door sound if in
a connected area
//
area =
*(mapsegs[0] +
farmapylookup[doorobjlist[door].tiley]
+doorobjlist[door].tilex)-AREATILE;
if
(areabyplayer[area])
{
if (gamestate.mapon
>= 16) // anything
above level 17 has the
new sound
PlaySoundLocTile(DOGBARKSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
else
PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
}
Step 3. Now search for
"SND" again. This time
you find:
ConnectAreas ();
if
(areabyplayer[area1])
{
PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
}
Step 4. Change this to,
for example:
ConnectAreas
();
if
(areabyplayer[area1])
{
if (gamestate.mapon
>= 16)
PlaySoundLocTile(DOGBARKSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
else
PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley);
// JAB
}
Step 5. Save and
compile. Oh yeah, change
the sounds you used too,
or else the players
starts wondering where
that barking sound comes
from...
Get
back to the Dome
tutorials
Jump
to the
top
|