Hi. That's just the thing. A script is nothing more than a text you write explaining how it should represent your idea and it is much more stupid than most humans, though it makes up for that by being able to do fast calculations.
On 3/29/2010 2:59 AM, Casey Mathews wrote:
OK. That makes sense. Thanks a lot. I'm still trying to wrap my head around a lot of these concepts. I find that while most of the time it looks good, and may even run, the script see things totally differently.


--------------------------------------------------
From: "Valiant8086" <valiant8...@lavabit.com>
Sent: Sunday, March 28, 2010 8:27 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] playing sounds in BGT?

Hi.
The program is closing before the sound can begin playing unless you have those alerts in there. Need a loop or something running.

At least you could do a while loop that would go while playing blahblah

 Regards:
 Valiant8086: website valiant8086.com
 ----- Original Message -----  From: Casey Mathews
 To: Gamers Discussion list
 Sent: Sunday, March 28, 2010 8:17 PM
 Subject: [Audyssey] playing sounds in BGT?


Hello all. I've really been working on this for a while. I'm trying some
 stuff just for my own personal understanding, and while I realize the
function below isn't complete, I don't understand why none of the sounds play. The script runs, but the sounds don't play unless I put an alert box up first. Thanks for any ideas. Note: I do have a main function that works
 fine.

 void borg()
 {
 background.play_looped();

 int borg; //This will be the location of the borg on the sound scape.
 borg=random(1, 3);
 if (borg==1)
 {
 spon.pan=-100;
 spon.play();
 if (key_pressed(KEY_LEFT))
 {
 borgdown.play();
 kills++;
 alert("Kills","You killed "+kills+" borg.");

 }
 alert("OK","else");
 } //end if
 } //end borg


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