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cmsm94

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Can someone help me with this idea?

 

It's kinda challenging, but are you up to it?

 

RO 1 doesn't have players footstep sound effects. I want a script to play a mp3 everytime player A walks and when he stop he players another type of mp3.

 

Example

 

Set 1

A walks

Script plays walking .mp3

 

A stops

Script stop .mp3

 

Map prontera

 

Set2

A walk

Script plays walking .mp3

 

A stops

Script stop .mp3

 

Map prt_fild

 

----------------------------------

 

Thats the easy part, the though one is putting maps in it.

 

If they are in prontera, I want it to be played on another mp3 set, if they are walking on prt_fild01, we would hear dirt mp3, but for prontera its kinda stone area, so it would play another set of mp3.

 

This would make RO have more feeling to it. Anyone can help?

 

Don't worry about the mp3, ill get it for my self. Unless you willing to provide? XD Or is there another way to do this?

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Well, for what you're trying to do, I think a .wav would work better, since it's smaller, and, once you create a function to check if the player is walking, you will not be worried to stop it when it stops to walk.

*soundeffect "<effect filename>",<type>;
*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};

These two commands will play a sound effect to either the invoking character 
only ('soundeffect') or multiple characters ('soundeffectall'). If the running 
code does not have an object ID (a 'floating' NPC) or is not running from an NPC 
object at all (an item script) the sound will be centered on the character who's 
RID got attached to the script, if any. If it does, it will be centered on that 
object. (an NPC sprite)

Effect filename is the filename in a GRF. It must have the .wav extension.

It's not quite certain what the 'type' actually does, it is sent to the client 
directly. It probably determines which directory to play the effect from.
It's certain that giving 0 for the number will play sound files from '\data\wav\',
but where the other numbers will read from is unclear.

The sound files themselves must be in the PCM format, and file names should also
have a maximum length of 23 characters including the .wav extension:

soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect
soundeffect "12345678901234567890.wav", 0; // throw gravity error 

You can add your own effects this way, naturally.

And the map can be checked just before you play the sound, nothing hard to do.
The catch here is just to check if the character is walking or no.

The last resource is add the sound to the .act of each job sprite, but it woundn't allow the sound to be changed according to the map.

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Well, for what you're trying to do, I think a .wav would work better, since it's smaller, and, once you create a function to check if the player is walking, you will not be worried to stop it when it stops to walk.

*soundeffect "<effect filename>",<type>;
*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};

These two commands will play a sound effect to either the invoking character 
only ('soundeffect') or multiple characters ('soundeffectall'). If the running 
code does not have an object ID (a 'floating' NPC) or is not running from an NPC 
object at all (an item script) the sound will be centered on the character who's 
RID got attached to the script, if any. If it does, it will be centered on that 
object. (an NPC sprite)

Effect filename is the filename in a GRF. It must have the .wav extension.

It's not quite certain what the 'type' actually does, it is sent to the client 
directly. It probably determines which directory to play the effect from.
It's certain that giving 0 for the number will play sound files from '\data\wav\',
but where the other numbers will read from is unclear.

The sound files themselves must be in the PCM format, and file names should also
have a maximum length of 23 characters including the .wav extension:

soundeffect "1234567890123456789.wav", 0; // this will play the soundeffect
soundeffect "12345678901234567890.wav", 0; // throw gravity error 

You can add your own effects this way, naturally.

And the map can be checked just before you play the sound, nothing hard to do.

The catch here is just to check if the character is walking or no.

The last resource is add the sound to the .act of each job sprite, but it woundn't allow the sound to be changed according to the map.

 

A wav file is more heavy than a mp3. But wav in this case is better cause clent only have one instance of mp3 song, so you will not have music in your RO. So you have to use wav.

 

And about this I already maked this on my server cause when I played "Digimon World 3" when child I enjoyed this, if on grass walk, dirty and etc, but I removed this cause after a time this is so noisy, disturb the players.

 

But I maked a label OnPcWalk to this.

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Thx for the reply, really appreciated it!. We'll see what happen ltr

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