The title says it all. Here is the code, anyone know how to do this? I want anything within view of a type of this kind to usr << sound('river.wav',1)
Here is my code
turf/
water
icon = 'water.dmi'
density = 1
if(view())
usr << sound('river.wav',1)
I altered the indentions here.
LJR
ID:150210
![]() Nov 28 2001, 12:35 pm
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Yeah I know what your getting out.
But Enter() won't work in my case as I want people up to 5-6 Titles away to be able to hear the sound and they are no where near entering the title the sound comes from. There must be a way to do this? LJR |
LordJR wrote:
Yeah I know what your getting out. View()<<sound('whatever.mid',1) |
sigh:: I already told u NO!
I've become a well adept programmer of DM lately and I have the Blue Book as well, therefore when I ask something here from now on, it will be a little bit more involved than most post around here. Even though the answer may be a simple one, it should by no means be well known or often asked. Hmm perhaps there is a way to make and call a Turf proc? Anyone think that would work? LJR |
Perhaps you could make a new area that extends about 5 turfs around the river. Then put the sound on/off code in the area's Entered() and Exited() procs.
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Air Mapster wrote:
Perhaps you could make a new area that extends about 5 turfs around the river. Then put the sound on/off code in the area's Entered() and Exited() procs. Yep I've thought about this, but since the river is irregular, that would be very difficult. Or would I do this with underlying /area? LJR |
LordJR wrote:
Air Mapster wrote: Exactly. For each turf within a certain distance of the river, just make its underlying area be /area/downbytheriverside or whatever you want to call it. Then put your Entered() and Exited() procs under area/downbytheriverside. |
look up Entered()