Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Cant have PlaySoundAtEntity with SetSwingDoorClosed? (/thread-7819.html) Pages:
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RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 (05-05-2011, 09:21 AM)ricky horror Wrote: Yeah see that works for the door unlock noise, thats no problem, its just the door slam noise thats supposed to accompany it. I even made a separate area with a different sound: Code: void CollideRoomTwoWind(string &in asParent, string &in asChild, int alState) And this STILL doesnt work. Is there any config file that points to where the sound files are supposed to be located so I can check if thats the problem? EDIT: Yeah i tried that one as well, thats what the code originally looked like RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - ricky horror - 05-05-2011 (05-05-2011, 09:28 AM)Ge15t Wrote:(05-05-2011, 09:21 AM)ricky horror Wrote: are you sure the sounds you're trying to use have a .snt file? if not, make one RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 Aha! Figured out what the problem was, my 'reload map' debug menu option was reloading an old version of the map since i transfered it over to the custom_story folder to make it a custom story rather than a map. ALl working now except for extra_english.lang stuff.. but ill get it working. Thanks guys for the help! RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 Ok this is my new problem: Code: void OnStart() Ok so im trying to get candles to 'blowout' when i collide with the CandleArea script. The game loads but nothing happens when I enter the area.. not too sure whats going on here RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - cook - 05-05-2011 void chasesequence2(string &in asParent, string &in asChild, int alState) { CreateParticleSystemAtEntity("", "ps_break_wood.ps", "scaretriggerchasesound_1", false); CreateParticleSystemAtEntity("", "ps_door_damage_wood.ps", "scaretriggerchasesound_1", false); PlaySoundAtEntity("", "break_wood.snt", "scaretriggerchasesound_1", 0.0f, false); SetEntityActive("scaredoor3", false); SetEntityActive("scarestatue13", true); SetLampLit("scarelantern1", false, true); PlaySoundAtEntity("scrapesound8", "scrape_rock.ogg", "statuetriggerchase_1", 0.0f, false); AddTimer("", 1, "stopscrape8"); } There's one of mine, works. Your problem is you are using the entity interact callback syntax and not the trigger callback syntax, shown in my script. (string &in asParent, string &in asChild, int alState) RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Roenlond - 05-05-2011 (05-05-2011, 11:35 AM)Ge15t Wrote: Ok this is my new problem: The function is not getting called because the syntax (the part after BlowOutCandles in parantheses) is wrong. Since the callback is AddEntityCollideCallback, the syntax should be "(string &in asParent, string &in asChild, int alState)" That should fix it |