unit:EventPlaysound( soundID, delay ) #433
Replies: 8 comments
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I'm not very well versed with Arcemu's LUA scripting. Can you show me a real example? |
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Well to be honest im not too much versed either. I just readed all documentation and developers notes that i found in the forum and then looked at the plugin source code to try to get some extra juice. So we have a high chance of this just being another crapy ticket of myself :D (in that case i deeply sorry, just let me now). Here 4 examples: currentWay1_LadyDW.txt |
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After further considerations now I think that this does make sense, however not for the reason you want it to. We need something better. |
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Hi there, thanks for taking some time for think on this. Overtime i also realized than bosses usually do emotes and chat when playsound, so i guess EventPlaysound() don't have much sense, plus i didn't notice that issue about timers than you described. Anyway I'm happy with the current ALE status and with APE overthere probably it's better to focus on it. Feel free to close this ticket. And thanks for all @dfighter1985 |
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With APE you'd have the same issue. |
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@cressidagp you could also try using a "state machine" in AI updates, like I do in this script that I added in commit cd7b8e5 |
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Thank you Sir, I will try to script the Lich King encounter in python using that |
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I have converted this ticket to a discussion as a test. |
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Hi there... just a suggestion for a distant future.
We already have EventChat(), EventCastSpell() wich are pretty cool. But there are some creatures and bosses who need to play many sound files. Another option is just add a new argument to EventChat()
So instead of do:
function boss_chat1()
end
function boss_chat2()
end
function boss_chat3()
end
We can do this way wich seems more efficient:
function dialogue()
unit:EventPlaysound( soundId1, 4000 )
unit:EventPlaysound( soundId2, 8000 )
unit:EventPlaysound( soundId3, 10000 )
end
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