BadZombie Posted January 16 Share Posted January 16 Hi all, I am trying to get a buff to play a sound when a specific number is output from the CraftingOutputCount value. For example I have slot machine on my mod that uses buffs to generate odds/wins etc First it generates a random number: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$machineoutput" operation="setvalue" value="randomint(1,5)"/> This cvar ticks constantly in the background... Whenever a player crafts an item (read places a bet), whichever number this cvar is on at that precise moment determines the odds of winning. If the number is between 1 and 4, the player loses, if it is on 5, the player wins. It is basically a 1 in 5 chance of winning. To limit losses I have included the following bit of code: <triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$machineoutput" operation="setvalue" value="0.1"><!-- If random number is less than/equal to 40, set it to 10% of stake: 0.1 --> <requirement name="CVarCompare" cvar="$machineoutput" operation="LTE" value="4"/><!-- value must match with multiplication range--> </triggered_effect> Which basically says if the number is between 1 and 4 give them 10% of their original stake back. And then the output is as follows: <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"/> This works 100%. No issues. What I would like to also include to enhance the gameplay is for a sound to play if the player wins. Since CraftingOutputCount is the only way of knowing if the player has won or not I have tried using the following: <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Slot_Open" play_in_head="true"> <requirement name="CraftingOutputCount" cvar="$machineoutput" operation="Equals" value="5"/> </triggered_effect> However, nothing works. Calling on the cvar continually plays the sound over and over again since it is always ticking in the background. I can't think of any other way to achieve this? By calling on the values of CraftingOutputCount is it possible to add a buff with a sound? Any help or suggestions appreciated Link to comment Share on other sites More sharing options...
BadZombie Posted January 16 Author Share Posted January 16 I have isolated the effect groups for losses and wins: <effect_group> <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"> <requirement name="CVarCompare" cvar="$machineoutput" operation="LTE" value="4"/> </passive_effect> </effect_group> <effect_group><!-- WINS --> <passive_effect name="CraftingOutputCount" operation="perc_set" value="@$machineoutput" tags="SlotOdds1"> <requirement name="CVarCompare" cvar="$machineoutput" operation="Equals" value="5"/> <!- possible to add a trigger in this effect group anywhere for sound? or to trigger a second buff? --> </passive_effect> </effect_group> Code works 100%, just need to figure out how to implement the sound effect into the WINS group - maybe by triggering a second buff containing the PlaySound action? I have been tweaking and testing since my original post 4 hours ago with no success haha Link to comment Share on other sites More sharing options...
BadZombie Posted January 16 Author Share Posted January 16 I have created a second buff with the PlaySound trigger inside, tested it working on something else, but can't figure out how to link it to the code above... I have tried a new effect group: <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffBigWin"> <requirement name="CVarCompare" cvar="$machineoutput" operation="Equals" value="5"/> </triggered_effect> </effect_group> But that fires the buff constantly 🙃 Link to comment Share on other sites More sharing options...
BadZombie Posted January 20 Author Share Posted January 20 Does anyone have any suggestions? Link to comment Share on other sites More sharing options...
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