Alter Aeon Community Forum
December 12, 2017, 12:04:15 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Registration is enabled!  Please register using the name of your primary character in-game.
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: iact with sound  (Read 4543 times)
Draak
Jr. Member
**
Posts: 85


god of ice


View Profile
« on: June 05, 2014, 07:54:28 pm »

The following iact scripts can be added to any rattlesnake mob to make it become aggressive after rattling its tail:

Code:
mset snake iact start
waitfor player goto aggro@
@

mset snake iact aggro
pause 3
rest
pause 2
sound mobs/animal_rattlesnake_alert1
echo %1 lets out a menacing rattle.
pause 5
sound mobs/animal_rattlesnake_alert1
echo %1 continues to rattle its tail...
pause 4
sound mobs/animal_rattlesnake_alert1
echo %1 lets out a loud hiss while rattling its tail!
if !player ishere goto start
mset flag +aggro
goto loop@
@


mset snake iact loop
waitfor player goto loop
pause 30
stand
mset flag -aggro
goto start@
@
Logged

Nothing special there.
Draak
Jr. Member
**
Posts: 85


god of ice


View Profile
« Reply #1 on: June 10, 2014, 02:25:15 pm »

This iact script can be added to a room in a cave area. It sends the strings and sound to the entire zone, so make sure the entire zone is underground or it won't look right.

Code:
pause 20
areasound dproc/ambient_cave1
areasend The sound of dripping water echoes through the cave.
pause 60
goto start

Waitfors should be added if the zone is not an instance.
Logged

Nothing special there.
Draak
Jr. Member
**
Posts: 85


god of ice


View Profile
« Reply #2 on: July 21, 2014, 05:58:35 am »

Here's a version for a single room. It triggers only when a player is present, and will not repeat unless they leave the room for a short time and re-enter. Note that the sound "ambient_cave1" is randomized by the server to choose between several variant dripping noises, so it will not sound the same each time.

iact name: start
Code:
waitfor player goto drip
pause 10
goto start

iact name: drip
Code:
pause 20
sound dproc/ambient_cave1
echo The sound of dripping water echoes through the cave.
pause 60
goto loop

iact name: loop
Code:
waitfor player goto loop
pause 10
goto start
Logged

Nothing special there.
Shadowfax
Newbie
*
Posts: 14


View Profile
« Reply #3 on: July 28, 2014, 03:52:07 pm »

It would be useful to randomize the amount of time for each pause between sound sends, lest it gain an unnatural rhythm.  Something like:

rset inter 0
pause 20
areasound dproc/ambient_cave1
areasend The sound of dripping water echoes through the cave.
goto chooser@
done

rset inter chooser
if rnd < 33 goto 1
if rnd < 33 goto 2
if rnd < 33 goto 3
goto chooser@
done

rset inter 1
pause 60
goto 0@
done

rset inter 2
pause 80
goto 0@
done

rset inter 3
pause 100
goto 0@
done
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2008, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.073 seconds with 17 queries.