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Glen Sprigg

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Jan 6, 1998, 3:00:00 AM1/6/98
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Newbie alert! Newbie alert!

Yes, another one of those 'new guys' who keep asking questions that have
probably been asked a million times...(where do they COME from?!)

Couple of questions here. First, if I want to hear a song throughout a
series of text statements, how does that work? Do I put that sound at the
top of each text statement, or just put it on the first one and leave the
rest at 'no sound'?

Second, is there any way to check to see what number is in a quest? Let's
say I want to check to see if Quest 1 has a value of 15. How do I do that?

I shall now prepare for the flood of e-mail...

Glen Sprigg


James Neal

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Jan 7, 1998, 3:00:00 AM1/7/98
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> Couple of questions here. First, if I want to hear a song throughout a
> series of text statements, how does that work? Do I put that sound at the
> top of each text statement, or just put it on the first one and leave the
> rest at 'no sound'?

If you put it at the top of each text statement, it'll start over again
on each text statement, which is probably not what you want. If you put
it at the top of the first text statement it will be playing in all
subsequent text statements until it reaches the end. Which of course
raises the questions:

What if I want to stop the music before the end?
and
What if the text statements are too long for the music?

Both problems I encountered in making my latest mod (Hellbound,
bloodwar.zip, available wherever fine mods are sold...er, given away).
The second problem you can handle (sort of) by using the music again at
some point within your chain of text statements, a point by which you
estimate the music will have probably run out the first time. (See the
ending of Hellbound for an example) The first problem requires hacking.
Since "No Sound" has no effect on the music being played, what you need
is a piece of music that is one, silent, note long. You can find such a
piece of music, in XMI format, ready for importation by UAShell, included
in the latest (#19) Unlimited Adventures Newsletter, courtesy of John Rudy.

That was probably more information than you needed.

> Second, is there any way to check to see what number is in a quest? Let's
> say I want to check to see if Quest 1 has a value of 15. How do I do that?

Use a Quest Stage event, Quest 1, stage 16, and then Chain If Event
Happens to whatever it is you want to do if Quest 1 is 15... making sure,
in that chain, to use Utilities to assign a value of 15 back to Quest 1.

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