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Obecné fórum / Re: Happy birthday to Mnemonic
« on: June 23, 2007, 05:20:50 PM »
Happy birthday!
Best wishes to you for the next year and all the following.
Mac
Best wishes to you for the next year and all the following.
Mac
Latest WME version: WME 1.9.1 (January 1st, 2010) - download
Game.PlaySound("schnakenfalle.ogg");
with the file in the root folder of our SoundFX package isn't even working.function Dialog_Standard()
{
// var Responses;
var Selected;
var Antwort;
var Time=Game.WindowsTime;
var Loop = true;
while(Loop)
{
// fill the response box
if(GameChapter==1) Game.AddResponse(0, "/techno0218/Du hast also entdeckt, daß Mount Spuck aktiv ist?");
if(GameChapter==2 && !Fertig_GangsterFinden) Game.AddResponse(0, "/techno0219/Was genau soll ich jetzt tun?");
Game.AddResponseOnceGame(1, "/techno0220/Was sind das alles für Geräte hier?");
Game.AddResponse(4, "/techno0221/Ich habe Dir genug Deiner kostbaren Zeit gestohlen.");
// let the player choose one
Selected = Game.GetResponse();
if(Selected==0)
{
if(GameChapter==1) {
actor.Talk("/techno0222/Du hast also entdeckt, daß Mount Spuck aktiv ist.","wi\looky\duhastalsoentdeckt.ogg");
.
.
.
it looks to me that it works fine. What wme version do you use?
22:07: Runtime error. Script 'scenes\room\scr\scene_init.script', line 61
22:07: Game.MusicCrossfade: Music crossfade is already in progress.
In this case, after the crossfade the music ends up playing at 60% volume of 60% (global) volume.That would explain why the changes of the music volume slider affects the music that MUCH that it does actually in our game. But to get back to the example: Even if you set the global music volume to say 10%, it's always played "loud" on a single Game.PlayMusicChannel() call. That can't have to do with crossfading, or did I get something wrong?