hope that helps. i'm having proplem thinking what to test and how
the outsidebanner as a side note seems like intentionally broken in vanilla as the scripting comment "placed as to make last animation play always" and the random is inaccurate in small numbers + not uniform random per se what have understood.
it's possibly that openmw somehow can't register the command after positioncell. would think it's related also to static casts?I'm seeing this like this all over the Julan mod
extending the states and placing nogreet setting parts in it's own if block should figure that out moving it to separate frame.
testing tympany (if blocks maybe)
the execution is somehow nested inside if blocks with timer and say function, works, so blocking up is from sound file
- Spoiler: Show
PlaySound "Door Heavy Close" works, but PlaySound3D "Door Heavy Open" doesn't. Any ideas?
it could be related to camera change. if recent git, there was fix for playing sounds at player location https://bugs.openmw.org/issues/3038
placing playsound triggered by distance to tseyda neen tridge with global sounds good and second one as local to cave entrance. otherwise it's related to getaipackagedone interfering, not allowing logic to jump right at player from local script.
playsound should play it in player's position and 3d on object's. placing to
Code: Select all
Begin sounds
short do
if do == 2
if (getdistance "player" > 600)
set do to 0
endif
endif
if do == 0
if (getdistance "player" < 600)
playsound "Door Heavy Close"
set do to 1
endif
endif
if do == 1
if (getdistance "player" < 200)
playsound "Door Heavy open"
set do to 2
endif
endif
End sounds
good to have weekend.
rolling edits but thinking best when testing and documenting on the go. motivates and yes. using preview .p