I wrote this awhile ago when I knew more about cog. I set it down, and forget everything. So now trying to fix it, I have no idea what's wrong with it.
It works fine the first time through the level. But if you die and the level restarts, it won't revert back to the loudest sound. It resets the sector speeds but the sound stays the same volume it was before you died until the switch is activated.
Again, I have absolutely no clue what I'm doing here and there are some portions that I commented out. Be nice
It works fine the first time through the level. But if you die and the level restarts, it won't revert back to the loudest sound. It resets the sector speeds but the sound stays the same volume it was before you died until the switch is activated.
Again, I have absolutely no clue what I'm doing here and there are some portions that I commented out. Be nice
Code:
symbols sector thrustsector1 sector thrustsector2 sector thrustsector3 sector thrustsector4 vector thrust_vec flex thrust_speed_high flex thrust_speed_low flex thrust_speed_off message activated message startup sound click sound powerdown sound powerup sound rumble int one local surface button end # ======================================================================================== code startup: SetSectorThrust(thrustsector1, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector2, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector3, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector4, thrust_vec, thrust_speed_high); SetWallCel(button, 2); one=SectorSound(thrustsector1, rumble, 1); #one=SectorSound(thrustsector2, rumble, 1); #one=SectorSound(thrustsector3, rumble, 1); #one=SectorSound(thrustsector4, rumble, 1); return; activated: if (GetSenderRef()==button) { if (GetWallCel(button)==2) { SetWallCel(button, 1); PlaySoundPos(click, SurfaceCenter(button), 1, -1, -1, 0); PlaySoundPos(powerdown, SurfaceCenter(button), 1, -1, -1, 0); SetSectorThrust(thrustsector1, thrust_vec, thrust_speed_low); SetSectorThrust(thrustsector2, thrust_vec, thrust_speed_low); SetSectorThrust(thrustsector3, thrust_vec, thrust_speed_low); SetSectorThrust(thrustsector4, thrust_vec, thrust_speed_low); #ChangeSoundVol(one, .5, .1); StopSound(one, 0); one=SectorSound(thrustsector1, rumble, .5); } else if (GetWallCel(button)==1) { SetWallCel(button, 0); PlaySoundPos(click, SurfaceCenter(button), 1, -1, -1, 0); PlaySoundPos(powerdown, SurfaceCenter(button), 1, -1, -1, 0); SetSectorThrust(thrustsector1, thrust_vec, thrust_speed_off); SetSectorThrust(thrustsector2, thrust_vec, thrust_speed_off); SetSectorThrust(thrustsector3, thrust_vec, thrust_speed_off); SetSectorThrust(thrustsector4, thrust_vec, thrust_speed_off); #ChangeSoundVol(one, .1, .1); StopSound(one, 0); one=SectorSound(thrustsector1, rumble, 0); } else { SetWallCel(button, 2); PlaySoundPos(click, SurfaceCenter(button), 1, -1, -1, 0); PlaySoundPos(powerup, SurfaceCenter(button), 1, -1, -1, 0); SetSectorThrust(thrustsector1, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector2, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector3, thrust_vec, thrust_speed_high); SetSectorThrust(thrustsector4, thrust_vec, thrust_speed_high); #ChangeSoundVol(one, 1, .1); StopSound(one, 0); one=SectorSound(thrustsector1, rumble, 1); } } return;