I got the Idea recently to build a global map "Sources" engine (a global observer that adds "sources" upon loading a map and then updates them ( recorded distance to player and in_range? sutf then takes each "source" type and makes data like which source is closest and that easy accessible) so the information can be call globally then calling other update methods at need) and it would work kinda like this
you you want to create a "source" so you add a event to the map and put a special tag in it's name or comments.
then
what I was thinking was that I could create a map sound "sources" script aka a script that plays BGS's at different volumes based on the distance from the source and that script would run off the "Source" engine. the thing that is unique to this idea is that I would create it in such a way that different types of sources could be created and updated in the same engine ie. you could have a shadow and sound script running off the same engine
1) would you use the BGS source script?
if your a scripter...
2) would you uses the engine if it was released?
3) suggestions on the architecture of the engine? (method/class structure)
Didn't modern algebra already make something like this?
yes, sound emitting areas for VX
he also made 1 for xp
he didn't post it here... link?
most likely on rmrk so check there
http://rmrk.net/index.php/topic,20546.0.html (http://rmrk.net/index.php/topic,20546.0.html)
that would be it...
well, even if it has already been made, I think I can make it better. ( my arrogance is showing) and besides it is the ONLY script i've ever seen of its kind.
and the way i plan on doing it the backbone could be used for any kind of source whose effect on the map should change as you get closer to it. aka weather.
that's right you could put a snow source on one end of the map and it would start snowing until it reached a blizzard at the end of the map. would that be cool?
pair it with a sound source with a blizzard sound effect... see where I'm going?
three words
dynamic map effects.
epic.
<3
Good luck.