Thanks!;
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I can add a callback that you can define (like with room reload) to be fired whenever there’s an error, but I’m definitely not making it do sounds by default - should this be in a step/draw event, you’ll be hearing the sound repeatedly until the issue is resolved.
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I do not offer this kind of a macro out of box since it would not support script arguments, and it is not currently possible to pass script arguments into a macro without hacks.