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Use a pastebin: https://dpaste.de 20150122 11:21:23-!- Topic set by shadowm [~ignacio@wesnoth/developer/shadowm] [Mon Nov 24 21:11:13 2014] 20150122 11:21:23[Users #wesnoth] 20150122 11:21:23[ APic ] [ DDR ] [ hagabaka ] [ Jetrel ] [ Necrosporus_] [ Soliton ] 20150122 11:21:23[ Appleman1234] [ dobson ] [ Haldrik ] [ Johannes13_] [ oldlaptop ] [ TC01 ] 20150122 11:21:23[ Ard0nik ] [ elias ] [ HamishTPB ] [ Lirion ] [ Pepe_ ] [ TheJJ ] 20150122 11:21:23[ ArneBab ] [ EliDupree] [ Haudegen ] [ lobby ] [ PjotrOrial ] [ Vorpal ] 20150122 11:21:23[ bhldev ] [ Elsi ] [ heirecka ] [ Lohengramm ] [ prkc ] [ vultraz ] 20150122 11:21:23[ burgobianco ] [ enchilado] [ HeyCitizen ] [ loonycyborg] [ Rhonda ] [ xiqy ] 20150122 11:21:23[ c74d ] [ ephemer0l] [ Ivanovic ] [ MadMerlin2 ] [ Samual ] [ Xjs|moonshine] 20150122 11:21:23[ Chris7mas ] [ Falcon` ] [ iwaim ] [ Molt ] [ shadowm ] [ zookeeper ] 20150122 11:21:23[ Crendgrim ] [ Frainz ] [ JackBauer24] [ mthe878 ] [ Smar ] 20150122 11:21:23[ cyphase ] [ Gambit ] [ janebot ] [ namad7 ] [ Smedles ] 20150122 11:21:23-!- Irssi: #wesnoth: Total of 58 nicks [0 ops, 0 halfops, 0 voices, 58 normal] 20150122 11:21:23-!- Home page for #wesnoth: http://www.wesnoth.org 20150122 11:21:27-!- Channel #wesnoth created Sun Nov 26 06:42:43 2006 20150122 11:22:17-!- Irssi: Join to #wesnoth was synced in 61 secs 20150122 11:44:12-!- Crendgrim_ [~crend@wesnoth/forum-moderator/crendgrim] has joined #wesnoth 20150122 11:44:29-!- Crendgrim [~crend@wesnoth/forum-moderator/crendgrim] has quit [Ping timeout: 252 seconds] 20150122 11:44:55-!- jemadux [~jemadux@unaffiliated/jemadux] has joined #wesnoth 20150122 11:49:46-!- Crendgrim [~crend@wesnoth/forum-moderator/crendgrim] has joined #wesnoth 20150122 11:50:21-!- Crendgrim_ [~crend@wesnoth/forum-moderator/crendgrim] has quit [Ping timeout: 252 seconds] 20150122 11:59:40-!- Ardonik [~user@75.28.98.138] has joined #wesnoth 20150122 12:02:15-!- Ard0nik [~user@adsl-75-28-98-21.dsl.irvnca.sbcglobal.net] has quit 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joined #wesnoth 20150122 20:41:22< Vndtta> Hi all, I'm a huge fan of wesnoth, right now I'm searching to have a group cloak, may I have yours so I spread the word of this awesome game? :D 20150122 20:49:12< lipkab> Vndtta: I doubt so as it's reserved for project members. 20150122 20:49:44< Vndtta> oh... :( 20150122 20:49:45< lipkab> But better ask Ivanovic... 20150122 20:50:12< Vndtta> Ivanovic: may I? 20150122 21:27:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 264 seconds] 20150122 21:32:03< shadowm> It is reserved for project members. 20150122 21:32:26< Vndtta> Ok, thanks anyway, and thanks again for the awesome game :D 20150122 21:32:28-!- Vndtta [~asdf@gateway/vpn/privateinternetaccess/vndtta] has left #wesnoth [] 20150122 21:42:20-!- jemadux [~jemadux@unaffiliated/jemadux] has quit [Read error: Connection reset by peer] 20150122 22:05:21-!- JackBauer24 [~JackBauer@89-71-84-205.dynamic.chello.pl] has quit [Quit: Konversation terminated!] 20150122 22:07:30-!- Molt [~elektron@c-174-61-60-225.hsd1.fl.comcast.net] has joined #wesnoth 20150122 22:08:20-!- JackBauer24 [~JackBauer@89-71-84-205.dynamic.chello.pl] has joined #wesnoth 20150122 22:30:07< Molt> hey ya'll 20150122 22:30:15< Molt> how is everyone doing? 20150122 22:35:18-!- Earlo [~Earlo@213.143.167.6] has quit [Remote host closed the connection] 20150122 22:38:42-!- lipkab [~the_new_l@host-91-147-211-47.biatv.hu] has quit [Quit: Sűrű sötét az éj, dühöng a déli szél] 20150122 22:39:19< Molt> wondering if there is any way to replace the death sound played when a unit is killed. I've made an event to play my replacement sound on the death of the said unit, but the default sound is - obviously - still played first. I'd like to just get rid of the defaul sound for those units in question. 20150122 22:40:19< zookeeper> you'd have to give the unit an additional soundless death anim 20150122 22:40:45< zookeeper> one which would get a higher score than the original 20150122 22:41:29< Molt> i'm not following :( 20150122 22:42:40< zookeeper> use [object] to give the unit a new death animation which has no sound (or the sound you want), and then add some filtering criteria that's always met which will increase the animation's score: http://wiki.wesnoth.org/AnimationWML#How_animations_are_chosen 20150122 22:43:09< zookeeper> it'll take some figuring out, but it ought to be very possible 20150122 22:43:23< Molt> k! I'll work on it 20150122 22:45:09< zookeeper> looks like it might be enough to just use a base_score= as per http://wiki.wesnoth.org/AnimationWML#Generic_animation_filters_available_for_all_animations 20150122 22:47:27< zookeeper> the point being that normally when multiple animations are available for the same situation, one is picked randomly, but if one animation has a higher score then it'll be picked instead of a random one 20150122 22:48:35< Molt> but can an animation trigger a sound? 20150122 22:48:58< zookeeper> uh, yes, just look at almost any animation... 20150122 22:51:04< Molt> i see: the sound in die_sound= of the enclosing unit is played 20150122 22:52:11< zookeeper> look at attack anims 20150122 22:52:20-!- jemadux [~jemadux@unaffiliated/jemadux] has joined #wesnoth 20150122 22:53:51-!- Panda_ [~IMO@AMontsouris-653-1-169-90.w92-128.abo.wanadoo.fr] has quit [Remote host closed the connection] 20150122 23:13:40< Molt> ... don't think i'm going to figure that one out 20150122 23:19:03< zookeeper> figure out what? 20150122 23:19:34< zookeeper> there's not much to figure out, it seems 20150122 23:20:00< zookeeper> [object] -> add new animation -> give it a high base_score -> test 20150122 23:25:57< Molt> i appreciate all your help. the thing is not everyone learns like that. I'm not sure what you are referring to because I learn better with examples. Maybe i'm just wiped today, but I'm not understanding what you are referring to 20150122 23:28:29< zookeeper> well, i don't know how much experience and knowledge you have, but i guess you're newer than i assumed then 20150122 23:30:05< zookeeper> i can give a few more detailed pointers if you describe more precisely what you're doing and how/where/when you want it to work 20150122 23:31:51< Molt> thanks. So, i've got 7 units that get appear. 1 is a "boss" and the other 6 appear at random (each one has a 50% chance of spawning). 20150122 23:32:27< Molt> this is triggered on an [event] turn=7 20150122 23:33:12< Molt> for their death I set up events for name=die 20150122 23:33:29< shadowm> You mean [event] name=turn 7 20150122 23:34:05< Molt> when each of the 6 underlings die either 1 of 2 different death sounds is played, then an animation of a coin is shown in conjunction with a sound of a coin 20150122 23:34:17< Molt> right [event] name=turn 7 20150122 23:34:43< zookeeper> i see 20150122 23:35:37< Molt> when the "boss" dies a specific "boss death" sound is played (i personally made all of these sounds btw), then a coin animation is shown and a different coin sound is played (to represend more gold being won) 20150122 23:36:32< zookeeper> coin animation is shown where? the dying unit is supposed to disapper and a coin appears in their place, or what? 20150122 23:37:14< Molt> yep. I set it up so the coin animation is displayed on the x,y coordinates where the unit was when they died 20150122 23:38:12< zookeeper> and those units' regular death animations (minus the sound) don't need to be shown when they die? 20150122 23:38:39< Molt> no, they do - and they are. the coin just comes up after the death sequence 20150122 23:39:02< Molt> it is all working perfectly, minus the default death sound 20150122 23:39:08< zookeeper> right 20150122 23:39:37< Molt> and to tell you the truth, I feel like simply changing the death sound for a unit should be much easier then this ;) 20150122 23:40:02< zookeeper> well, yes, changing most things would be simpler, but not the death sound :p 20150122 23:40:14< Molt> true :) 20150122 23:40:38< zookeeper> so are the units always of the same types? 20150122 23:41:40< Molt> nope. the boss can be one of 6 different units (which is chosen at random) 20150122 23:41:47< zookeeper> oh dear... 20150122 23:42:06< Molt> the 6 other units are always the same. there is just a 50/50 chance for each one to be spawned 20150122 23:42:10< Molt> yeah... i know 20150122 23:42:11< Molt> lol 20150122 23:42:25< Molt> i like randomness to keep things different and interesting 20150122 23:42:32< Molt> so the game can be played multiple times 20150122 23:45:41< zookeeper> ok, so, here's what i'd do: give each of the dying units an [object] with an [effect] with apply_to=new_animation and give them a new death animation which has the sound you want (look at attack anims to see how sounds are wired in to anims) and also for example base_score=999 to cause it to always be used instead of the default death anim 20150122 23:46:10< zookeeper> and as the death anim, create a basic fade-out anim just like the default death anim 20150122 23:46:47< zookeeper> that means your drakes won't combust or woses fall over and that you'll always just get a boring fade-out, but that's the only feasible way i can think of 20150122 23:47:15< zookeeper> there's plenty of mainline examples of [object]s that are used to give new anims to units 20150122 23:47:21< zookeeper> storm trident in HttT for example 20150122 23:47:30< Molt> k! thanks 20150122 23:48:12< zookeeper> well, actually storm trident is in core/macros/items.cfg, not in HttT... 20150122 23:48:27< zookeeper> and in that file, SCEPTRE_OF_FIRE_EFFECT is a better example anyway 20150122 23:49:01< zookeeper> well, aside from the fact that it only contains [effect] tags, not the surrounding [object] 20150122 23:50:16< Molt> cool 20150122 23:51:17< ancestral> Molt: How long have you been playing Wesnoth? 20150122 23:51:33< ancestral> I want to get your opinion 20150122 23:52:48< zookeeper> instead of [attack_anim] you'll probably need to use [animation] with apply_to=death 20150122 23:53:04< zookeeper> if you use [death] i believe that automatically adds the die_sound of the unit, which is not what you want 20150122 23:55:23< zookeeper> as for the other contents of that [animation] block, i believe [frame] \n alpha=1.0~0.0:600 \n [/frame] would suffice 20150122 23:55:36< zookeeper> i'm not sure if you even need the [frame] tags around it though 20150122 23:56:24< zookeeper> anyway, you get the idea 20150122 23:56:55< zookeeper> when you got that working, just do basically the same thing for the boss 20150122 23:58:48< zookeeper> if you pastebin your code here, i'm sure someone will (eventually) point out the mistake(s) 20150122 23:58:55< zookeeper> i'm off for tonight though -> --- Log closed Fri Jan 23 00:00:10 2015