Re: Sonus GDE thoughts

Oops. Let me answer those for you.

The TTS does not have a finished event like the audio. They were intended to be fired and forgotten about. However I myself am finding situation where listener ing for the TTS finishing would be useful. I was considering adding a new function to the condition action to check the state of a TTS channel.

I may be a bit of an idiot here. But I'm not sure what you mean about being able to see what audio has finished. Could you give me an example? What return data are we wanting?

The TTs channel limit is 99. But of course all channel can be written  over. You could make an entire game using only 1 channel. The load and speak pretty fast.

To make TTS speak a variable value just put the variable name in as a parameter. It will search for a match in the local and global variables lists first before just speaking the text.

You cant really make a game exit. You just close the PCP to do that. It's the same with the console. It loads the game on start up. And you just turn it off when you are done.

Else statements were never high on the priority  because you could just write the opposite conditon below. However, I could make the GDE do this in the back ground so no alteration to the console is  needed.

OR is also very useful so you arnt writing out many differnet if statements containing the same actions. However a way to combat this is the use of functions. So you can simply write many actions to a function and then reference that function instead. Which has been on the update list for some time now. So I may revisit the need for OR once function have been released. It is a basic programming feature and most likely will be in demand.

And finally. You can change the variables of another game object. Any action can be applied to another game object. The top section of the action  window let's you select who the action applied to. So if you use the set local variable action but apply it to another object then that objects variable will be altered instead. This is the 6th parameter if you are using GDE script. True mean apply to the collision object. LoopGO means apply to the loop object. Or just put the objects name.

Hope those answers help a bit.

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