Blaze Rhodon said:I have a question. When I put custom soundtrack in SoR3 route Stage 6, I set to play the same track all over again, but when I leaving computer room it resets to the beginning, I tried all the options but result is always the same. It looks like this in levelspawn main.c script
Also in SoR3 Stage 8C I encountered invisible wall blocking my way to actual wall, I removed Robot X clones, because they would be look like White Rock Shooter and she doesn't fit here. Maybe I add different character in the future in this place.
Nice Blaze Rhodon! I see you worked hard in this version, congratulations.
About the music, I changed the script for you, now it will play continuously. Here is the code:
Code:
//STAGE 6
if(branch == "sor3_st6a"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "20";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
if(branch == "sor3_st6b"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "21";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
if(branch == "sor3_st6c"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "21";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
if(branch == "sor3_st6d"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "21";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
if(branch == "sor3_st6e"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "21";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
if(branch == "sor3_st6f"){
if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
music = "36";
playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
}
}
A quick explanation about the music flag. At the title screen, the flag is always reseted to "1" and it will show to the engine that is no music at the moment. So, the script "musicStage" will run when any level starts, checking the "musicStopped" variable and doing the following tasks:
FLAG 1: no music is playing, start the music again (used if the player go directly to any level from "load game" or "level select" options)
FLAG NULL: the music is already playing and no need to play it again (used to continue the last music with no interruption)
Please let me know if it worked
EDIT: Kurisu Yeah, it's true. He always credits me since the first version, it's something really cool