Sound wouln't leak if I destroy it, but then it can't be played again.
So is there any solution to destroy sound leaks instead of creating thousands of integers & arrays for each player...?
Here is my trigger:
If I enable the quest instead of creating the quest, it wouln't cause any desync. Right? =]
I'm not much of a JASSer but I somehow understand a bit. Haven't read any tutorials etc...
So is there any solution to destroy sound leaks instead of creating thousands of integers & arrays for each player...?
Here is my trigger:
Trigger:
- Set Player = (Triggering player)
- Custom script: if GetLocalPlayer() == udg_Player then
- Quest - Enable Q_RogansLoveLetter[(Player number of (Triggering player))]
- Sound - Play QuestNew <gen>
- Custom script: endif
- Sound - Destroy QuestNew <gen>
If I enable the quest instead of creating the quest, it wouln't cause any desync. Right? =]
I'm not much of a JASSer but I somehow understand a bit. Haven't read any tutorials etc...