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Old 08-08-2011, 07:50 AM
ffcmike ffcmike is offline
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Could the playerlist option "play sound when receive PM" use a sound other than chest.wav?
It doesn't seem consistent with receiving a message at all, it's even somewhat annoying with the sound being 2 seconds long.

I already had the item.wav sound played for receiving a PM on Classic, it's not a full second long and is also consistent with a PM bubble.

Edit:

The client crashes and closes whenever I go onto login2 and then try to log onto a different server.
Funnily enough the playerlist stays open and I can still PM people.
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Old 08-08-2011, 10:46 AM
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Quote:
Originally Posted by ffcmike View Post
Edit:

The client crashes and closes whenever I go onto login2 and then try to log onto a different server.
Funnily enough the playerlist stays open and I can still PM people.
This also happens when using either switchtodirectx() or switchtoopengl().
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Old 08-08-2011, 02:07 PM
Rufus Rufus is offline
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Quote:
Originally Posted by ffcmike View Post
Could the playerlist option "play sound when receive PM" use a sound other than chest.wav?
It doesn't seem consistent with receiving a message at all, it's even somewhat annoying with the sound being 2 seconds long.

I already had the item.wav sound played for receiving a PM on Classic, it's not a full second long and is also consistent with a PM bubble.
Ya I was gonna post this too but forgot. Use one the skill game sounds or something.
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Old 09-04-2011, 07:14 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by ffcmike View Post
Could the playerlist option "play sound when receive PM" use a sound other than chest.wav?
It doesn't seem consistent with receiving a message at all, it's even somewhat annoying with the sound being 2 seconds long.

I already had the item.wav sound played for receiving a PM on Classic, it's not a full second long and is also consistent with a PM bubble.
I still think chest.wav is weird.

I have this light effect part of a gani + gani script which doesn't show at all within the latest client.

PHP Code:
SPRITE   13      light4.png    0    0  128  128 glow

COLOREFFECT 13 1 1 1 0.99
ZOOMEFFECT 13 0.5

SCRIPT
function onPlayerEnters(){
  if(
this.orb != NULL){
    return;
  }
  
this.orb findimg(3);
  
this.rot degtorad(22.5);
  
this.light findimg(13);
  
this.light.alpha 0.99;
  
this.light.zoom 0.5;
  
this.zoomchange = -0.025;
  
this.onTimeout();
}

function 
onTimeout(){
  
this.light.zoom += this.zoomchange;
  
this.light.blue -= this.zoomchange 2;
  
this.light.green -= this.zoomchange 2;
  if(
this.light.zoom in {0.250.5}){
    
this.zoomchange *= -1;
  }
 
  
this.orb.rotation += this.rot;
  
this.setTimer(0.05);
}
SCRIPTEND 
I've toyed with it in different ways such as re-initialising everything onPlayerEnters and not checking to see if the orb object already exists.
The use of both EFFECTMODE and scripted variables was necessary for it to work right within V5 but for the sake of debugging removing either of these also didn't fix the problem.
Does anyone have any idea as to why it's not visible?

Or is it no longer possible to refer to gani sprites via findimg(); and edit these variables?

Last edited by ffcmike; 09-04-2011 at 08:47 AM..
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