(05-21-2012, 03:48 PM)Datguy5 Wrote: (05-21-2012, 03:44 PM)Putmalk Wrote: Hey i3670,
I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
Did you name your areas "WindSound_1", "WindSound_2", etc.?
Are you sure your timer is sounding off properly?
What I would do is add the following lines of code inside your WindTimer function:
AddDebugMessage("Firing WindTimer function", false);
(after the variables are declared)
AddDebugMessage("Playing sound WindSound_"+iWind, false);
Tell me what the results are. Make sure debug messages are enabled for your profile!
(05-21-2012, 03:26 PM)Stepper321 Wrote: iWind? fWind? What the fuck is going on?
He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
A.K.A. Some pretty nice(and possibly)advanced scripting
Yup, I'll be using that technique in my custom story at some point (when I start to script random events like wind blowing or voice hearing and other stuff). It's a pretty nifty skill to have.