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Default sounds?   
Geek2Nurse

Geek2Nurse
United States  

 visit Geek2Nurse's website: Adventures in Nornia
  5/2/2012

Here's something I keep forgetting to ask. My starflower agent's seeds clatter when they fall to the ground. I did not assign a sound to them, so I'm assuming the program just assigns a "falling thing hitting the ground" sound by default? Does it do that for other things? If I hadn't put in a munching sound for eating the seeds, would if have done that for me too?

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Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/2/2012

According to this,it's using the 'drop' script for the star seeds, which does include a clatter.

My TCR Norns
 
Geek2Nurse

Geek2Nurse


 visit Geek2Nurse's website: Adventures in Nornia
  5/2/2012

*Facepalm* of COURSE, I'm calling another script from mine...that synapse just hadn't gotten around to firing yet, thanks for nudging it! ;)

---
Optimist: the glass is half full.
Pessimist: the glass is half empty.
Engineer: the glass is twice as big as it needs to be.

 
Moe

Moe


 visit Moe's website: Creatures 2 to Docking Station
  5/2/2012

Although for what it's worth, you actually CAN assign default scripts for agents and creatures. I used it once to add a buoyancy script to agents so things would float, sink, or sink at a different pace. I don't recall the details...but the script is probably laying around here someplace...

I deemed it too resource intensive to be useful.

 
Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  5/2/2012

I altered the DS default script for simple objects' hit scripts, you can get it here - although now I know more about stimuli, it could be updated to replicate the stimulus 'I have hit' more closely.

My TCR Norns
 


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