ID:270271
Feb 24 2006, 7:01 pm
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how would i make it so it's playing music but when i enter a cave the music changes and changes back when i leave the cave?
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In response to Pyro_dragons
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Not Enter(). Entered().
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In response to Jon88
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My bad, but does it really matter all the much? I've been wondering that.
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In response to Pyro_dragons
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Pyro_dragons wrote:
My bad, but does it really matter all the much? I've been wondering that. It does. Enter() is completely different from Entered(). Enter() should contain code that has to do with, "Can a mob/obj enter this?". Entered() is for code that should run once that's already certain, and has happened. Your code, for example, would fail to work, since you neglected to return 1 or 0, to say if the movement should be allowed or not. |
In response to Jon88
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Erhm, he just wanted to know how to do music. I just added that in as a quick little thing. Of course it won't work, it's not supposed to. It's just an example of how music would work. But yeah, change it to Entered(), that's my fault.
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In response to Pyro_dragons
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Another good reason is that Enter() is often used in other code to check if you can enter something, without moving into it. Pathfinding algorithms might use it, for example.
You don't want the music to trigger because a pathfinding algorithm checked whether you could enter that square. Finally, it would still start playing if you failed to enter the square - say, someone else was standing on it. |
In response to Jp
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it wont workit says that m<<sound(null) and the 1 below it are errored
turf/Teleorter/Teleorter3 icon = 'teli3.dmi' icon_state = "" Entered(mob/m) M << sound(null) Error. M << sound('bgmusic.mid1') Error. |
In response to Stone_Cold_Oven
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You passed mob/m as an argument and are using M. Case sensitive!
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In response to Mysame
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so what should i put for it to work?
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Do the same thing for leaving the cave.