Make goomba stop and play sound effect when hit by sword

Description: Internal scripting system of SMBX-38A Engine based on the simple VB-like language
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Shadowblitz16
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Post #1by Shadowblitz16 » 7 Oct 2016, 8:44

does any body know how to make goomba stop and play sound effect when hit by sword for a bit?

bump I'm trying to learn TeaScript but the lack of tutorials out there is not very helpful

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Post #2by Shadowblitz16 » 18 Jun 2017, 5:21

bump.
I would still like to know this.

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Post #3by Shadowblitz16 » 24 Jun 2017, 23:45

hello? no wonder very few can use teascript.
its very undocumented, there are no tutorials out there, and NO ONE ANSWERS ANYBODIES POST!

I am trying to learn but the lack of enthusiasm in this community to help anybody is horrible.

PLEASE CAN SOMEONE ANSWER MY QUESTION!?

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Post #4by Greendan » 25 Jun 2017, 12:11

Maybe nobody knows how to do it, or you didn't explain clearly what you want. These may the only reasons your question remains unanswered. We usually don't ignore questions without a reason. :(
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Post #5by Shadowblitz16 » 8 Jul 2017, 0:51

yes but I don't know that reason unless someone tells me.

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Post #6by MACKACHE » 9 Jul 2017, 14:19

I'll try to make one since I'm learning to scripting.
Btw, I have a question. What do you mean by "play sound effect when hitted by a sword"? Change the sound effect?
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Post #7by Erwill » 10 Jul 2017, 12:27

Create a script with that :

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with npc(sysval(param1))
if .health=1 then
.x=.x-.xsp
call AudioSet(2, thesoundid, 0, "")
end if
end with

Replace thesoundid by the id of the sound found in level settings->Music&Sounds.

Configure your goomba like that :
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Don't forget to activate "Parallel Execution".

Voilà.

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Post #8by Shadowblitz16 » 21 Jul 2017, 3:00

ok cool thankyou

EDIT: no this permanently stops the npc from moving I need it to only pause for a second unless stabbed again


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