# Jedi Knight Cog Script # # prl_playsound.cog # Sylvicolus [PRL] 17 March 2002 # http://www.lactarius.com/sylvicolus/jk/ # # Play sound on thing or surface when activated. # If dialogue=1 then also play a voice wav the first time. # # Example sounds from MOTS # door click = lvrclik2.wav # door bang = df_door2-3.wav # door thump = df_door3-3.wav # # kk61202.wav = not getting in that way # kk60026.wav = locked # kk60027.wav = locked! # kk60022.wav = there must be a way out of here # kk60023.wav = nothing # kk60028.wav = huh, stuck # kk60071.wav = hey, open up! # kk60077.wav = I guess this thing's broken # # This cog is not supported by LucasArts Entertainment Co. symbols message activated sound playsound=lvrclik2.wav sound playvoice=kk61202.wav int dialogue=0 int said=0 local int trigger=0 local int triggertype local thing thing0 thing thing1 thing thing2 thing thing3 thing thing4 thing thing5 thing thing6 surface surface0 surface surface1 surface surface2 surface surface3 surface surface4 surface surface5 surface surface6 surface surface7 surface surface8 surface surface9 end code activated: triggertype = GetSenderType(); trigger = GetSenderRef(); sleep(0.2); if (triggertype==3) //trigger is a thing { PlaySoundThing(playsound, GetThingPos(trigger), 1, -1, -1, 0 ); } else if (triggertype==6) //trigger is a surface { PlaySoundPos(playsound, SurfaceCenter(trigger), 1, -1, -1, 0 ); } if (dialogue && !said) { said=1; Sleep(GetSoundLen(playsound+1)); PlaySoundLocal(playvoice, 1, 0, 0x4); } return; end