I am wondering if anyone knows if there are "issues" with storing variables on sound placeables? I have a script that is trying to read variables off a placed sound, but all I get are the default "on error" results (blank strings, 0 ints, etc.)
The same script is having no trouble reading variables off the area.
Preset Variables on Sounds?
Débuté par
DragonTayl
, déc. 17 2011 02:33
#1
Posté 17 décembre 2011 - 02:33
#2
Posté 17 décembre 2011 - 02:37
I've never tried, but my gut says that it probably won't work.
I don't recall an OBJECT_TYPE_SOUND constant (Though I may be wrong).
What are to trying to do, exactly?
EDITED FOR CONTENT:
I have a weather system that uses a lot of custom sounds that are controlled by variables.
The way it works is with waypoints. I place all of my variables on waypoints, and then reference them for all of the variables I need for the weather in that area, including sounds.
I don't recall an OBJECT_TYPE_SOUND constant (Though I may be wrong).
What are to trying to do, exactly?
EDITED FOR CONTENT:
I have a weather system that uses a lot of custom sounds that are controlled by variables.
The way it works is with waypoints. I place all of my variables on waypoints, and then reference them for all of the variables I need for the weather in that area, including sounds.
Modifié par wyldhunt1, 17 décembre 2011 - 02:40 .
#3
Posté 17 décembre 2011 - 03:59
It looks like any varaiables that are placed in the toolset are lost. I have had no problem with locals that i have placed on the sound Object via script.
Note: Sounds are not "Placeables Objects" they are "Sound Objects". Just minor nit picking.
Note: Sounds are not "Placeables Objects" they are "Sound Objects". Just minor nit picking.
#4
Posté 17 décembre 2011 - 04:23
That's interesting to note...
Thanks for checking that, Lightfoot8.
Thanks for checking that, Lightfoot8.
#5
Posté 17 décembre 2011 - 10:21
I like to use waypoints with non-ambient/not-always playing sound objects. You can use the waypoints locals to point to the soound object and store the sounds variables to the waypoint aswell.
#6
Posté 18 décembre 2011 - 03:40
Yeah, using waypoints instead of sounds worked. I was using them for spawn points because they're a very visual representation of a radius. I had originally been using waypoints, but tried using some sounds so I could see the radius (I was using a random location near script)





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