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Costum Insanity effect
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Makiavel Offline
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Posts: 13
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Post: #1
Costum Insanity effect
I failed to find the answer by the search or in "script functions" section. Is there any way I can activate costum insanity effect, not just random one? Slime_steps_run in particular?

Silentium est argentum.
03-07-2011 10:09 PM
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Pandemoneus Offline
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Posts: 328
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Post: #2
RE: Costum Insanity effect
I doubt that, but that needs verfication from the devs.

03-07-2011 10:53 PM
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Makiavel Offline
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Post: #3
RE: Costum Insanity effect
Thanks...
OK, if this is impossible, I have another question: what script does play .snt files, not .ogg?
Because
void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);

seems only to play .ogg

Silentium est argentum.
(This post was last modified: 03-08-2011 09:12 AM by Makiavel.)
03-08-2011 09:12 AM
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Pandemoneus Offline
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Post: #4
RE: Costum Insanity effect
Only music uses *.ogg directly when you use PlayMusic(bla bla).
Sounds have *.snt files which just contain special settings and the links to the *.ogg files though.

03-08-2011 11:28 AM
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Makiavel Offline
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Posts: 13
Joined: Jan 2011
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Post: #5
RE: Costum Insanity effect
Well, guess I'll have to construct the insanity event manually, using sound scripts at player pos.
Thanks for the answer.

Silentium est argentum.
03-08-2011 12:47 PM
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