Tick tock sound?

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Ixnatifual

Tick tock sound?

Post by Ixnatifual »

In some puzzles where timing is important in Grimrock, there's a "tick tock" sound playing to let you know. Is this one we can access and if so which sound on the reference list is used?
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antti
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Re: Tick tock sound?

Post by antti »

I think it was "key_lock". Try it out. :)
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Ixnatifual

Re: Tick tock sound?

Post by Ixnatifual »

That's it. Thanks :)
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Emciel
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Re: Tick tock sound?

Post by Emciel »

key_lock.... ke_lock.... k_lock... klock... CLOCK!!!!
wow... =D
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Komag
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Re: Tick tock sound?

Post by Komag »

groan :roll:

but really, :lol:
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Ixnatifual

Re: Tick tock sound?

Post by Ixnatifual »

Now I have the problem that if I fall into a pit while the tick tock is playing, it continues to play on the level below, but at a much slower rate. Is there a way to either stop it running slowly or check whether the party is on the correct level in the script? That way I can make the script reset the puzzle if they fall down.

After a lot of work I managed to get this puzzle working. The setup behind the scenes is ugly as Hell, but the puzzle looks cool in-game. I just hope it isn't too easy to solve.
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Komag
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Re: Tick tock sound?

Post by Komag »

party.level will return a number of the level you're on, so I'm sure there would be away to make sure that matches the correct level or else turn things off, reset, etc
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Ixnatifual

Re: Tick tock sound?

Post by Ixnatifual »

Is there any documentation for that method? I've blindly tried a number of variatons on it but either haven't managed to guess the correct name or what type it returns. Or both.
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Montis
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Re: Tick tock sound?

Post by Montis »

http://www.grimrock.net/modding/scripting-reference/

right on top, below "Accessing Entities"
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Komag
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Re: Tick tock sound?

Post by Komag »

maybe adding in something like:

Code: Select all

if
     party.level == 1
then
     -- do everything you want to do
else
     -- stop everything and reset it all
end
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