how make music stop and make player freeze - 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 - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: how make music stop and make player freeze (/thread-17344.html) |
how make music stop and make player freeze - Hartmann - 07-30-2012 well title says pretty much it self. when i spawn i add a song. it keeps playing and when i leave the maps to a newone IT keeps PLAYING. i cant fix this because im dumb. and secondly i want daniel to freeze at the lightsout_1 script. Here is the whole script void OnStart() { AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true); AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true); AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true); SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true); SetEntityCallbackFunc("key_3", "OnPickup"); AddTimer("StopLook", 2, "LookAtDoor"); AddEntityCollideCallback("Player","Music", "StartMusic", true, 1); AddEntityCollideCallback("Player", "KillTheLights", "LightsOut", true, 1); AddEntityCollideCallback("Player", "KillTheLights_2", "LightsOut_2", true, 1); AddTimer("StopLook_1", 6, "KillTheLights_2"); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true); RemoveItem("key_1"); } void KeyOnDoor_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_2", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true); RemoveItem("key_2"); } void KeyOnDoor_5(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_5", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true); RemoveItem("key_3"); } void StartMusic(string &in asParent, string &in asChild, int alState) { PlayMusic("03_paper_daniel02.ogg", true, 0.8, 2, 0, true); } void OnPickup(string &in asEntity, string &in type) { SetSwingDoorClosed("mansion_3", true, true); AddPropImpulse("mansion_3", 0, 0, 10, "World"); AddTimer("StopLook", 1, "LookAtDoor"); PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true); StartPlayerLookAt("mansion_3", 10, 10, ""); } void LightsOut_2(string &in asTimer) { StartPlayerLookAt("wall_door_frame_6", 10, 10, ""); AddTimer("StopLook_1", 6, " KillTheLights_1"); SetPlayerActive(false); } void LightsOut(string &in asParent, string &in asChild, int alState) { SetLampLit("candle_floor_1", false, true); AddTimer("", 0.5, "Out2"); } void Out2(string &in asTimer) { SetLampLit("candle_floor_2", false, true); AddTimer("", 0.5, "Out3"); } void Out3(string &in asTimer) { SetLampLit("candle_floor_3", false, true); AddTimer("", 0.5, "Out4"); } void Out4(string &in asTimer) { SetLampLit("candle_floor_4", false, true); AddTimer("", 0.5, "Out5"); } void Out5(string &in asTimer) { SetLampLit("candle_floor_5", false, true); AddTimer("", 0.5, "Out6"); } void Out6(string &in asTimer) { SetLampLit("candle_floor_6", false, true); AddTimer("", 0.5, "Out7"); } void Out7(string &in asTimer) { SetLampLit("candle_floor_7", false, true); AddTimer("", 0.5, "Out8"); } void Out8(string &in asTimer) { SetLampLit("candle_floor_8", false, true); AddTimer("", 0.5, "Out9"); } void Out9(string &in asTimer) { SetLampLit("candle_floor_9", false, true); AddTimer("", 0.5, "Out10"); } void Out10(string &in asTimer) { SetLampLit("candle_floor_10", false, true); AddTimer("", 0.5, "Out11"); } void Out11(string &in asTimer) { SetLampLit("candle_floor_11", false, true); AddTimer("", 0.5, "Out12"); } void Out12(string &in asTimer) { SetLampLit("candle_floor_12", false, true); } //////////////////////////// // Run when leaving map void OnLeave() { } void ActivateMonster(string &in item) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 3, "Idle"); } void LookAtDoor(string &in asTimer) { StopPlayerLookAt(); } void Lightsout_2(string &in asTimer) { StopPlayerLookAt(); } void StartMusic(float afFadeTime, int alPrio) { StopMusic(1,0); } RE: how make music stop and make player freeze - ksnider - 07-30-2012 First of all, change: Code: void StartMusic(string &in asParent, string &in asChild, int alState) To: Code: void StartMusic(string &in asParent, string &in asChild, int alState) "PlayMusic" only has five parameters. To stop the music when you leave the map, move "StopMusic" into "void OnLeave()". It should look like this. Code: //////////////////////////// RE: how make music stop and make player freeze - Hartmann - 07-30-2012 (07-30-2012, 02:23 AM)ksnider Wrote: First of all, change:thanks you very much sir. now how to i make a player freeze? i would it to be in here. it should be 6 seconds void LightsOut_2(string &in asTimer) { StartPlayerLookAt("wall_door_frame_6", 10, 10, ""); AddTimer("StopLook_1", 6, " KillTheLights_1"); SetPlayerActive(false); } RE: how make music stop and make player freeze - ksnider - 07-31-2012 (07-30-2012, 10:30 AM)Hartmann Wrote: thanks you very much sir. now how to i make a player freeze? i would it to be in here. it should be 6 secondsAre you having trouble with starting the 'freeze', or making the player 'unfreeze'? |