* Do not let your memes be dreams
* static lists for great justice
* Local man forgets to capitalize a word
* Slime processor no longer runtimes when processing food
* Frog Masks
added frog mask
added sprites
* updating
recent changes
* update m2k
now the only diff should be the frog mask.
* update mk3
close but no cigar.
* Requested changes
Reeee!!
* Requested changes Mk2
reshuffled the code a bit.
cursed info
return ..()
* Revert "Requested changes Mk2"
This reverts commit 9f0b33e24f3315e3e9fa7225a3a06b6dfe56fc37.
* Travis fix
Lets not re-shuffle, then.
* return ..()
* Voicebox and spam_flag
You can now turn off the voicebox on the normal frog mask. There's also a spam_flag to reduce the noise.
* delay
there's your magic number.
* optimization
also added a couple froggy lines.
* Frog Masks 1.0.6
Last changes - world timers.
removed a voice line.
doubled the delay
* Gas rename
* and this
* and the comments
* nonitrous
* reverts ren
* really reverts it
* reverts some whitespace
* Update airalarm.dm
* Update canister.dm
* come on travis recompile
When I ran the Colosseum of Fools event a while ago, I used sounds I had locally to spice up the event and make it unique, but I ran into the issue of there being no easy way to play sounds in flexible ways while preventing people who don't want to hear them from being included.
Adds sound emitter objects, editable by admins through a handy UI, that allows them to play sounds in a variety of flexible ways. The following things can be manipulated by any admin by clicking on the sound emitter:
Label (maptext)
Sound File is chosen by navigating to the file like normal sound playing
Sound Volume is a percentage between 1 and 100
Mode dictates how the sound is played and can either be local (played at that location like a normal in-game sound) or direct (played directly to players like admin sounds)
Range dictates how far players need to be to hear the sound; this includes Radius (all players within a specified amount of tiles), Z-Level (all players on the same z-level), and Global (all players.)
Sound emitters can be examined by any ghosts (they're invisible to normal players) to see the info about them, but only admins can edit their properties and play sounds with them.
This lets admins make very flexible sound emitters that can fulfill a variety of different purposes, like music that only people within 7 tiles can hear or a distant screech of metal that an entire search party on the derelict hears.
In addition to the Play Sound button, alt-clicking the emitter activates it.