Lever when pull play sound - 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: Lever when pull play sound (/thread-21161.html) Pages:
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Lever when pull play sound - Hauken - 04-13-2013 Hi Im trying to connect a lever to a door which is working However i want a sound to play once i pull it, I've been messing around looking at the script wiki page but after I did this i get a error token saying 9,1 "{" is wrong. Code: void OnStart() Currently i have a simple lever connected to a door, it is facing upwards and if i pull it it will stuck and the door opens. Easy and working. The trouble is the sound i want to play when pull! Im sure you guys can see the problem already Edit: the Playmusic is just temp so it wont be so silent when im testing around.. RE: Lever when pull play sound - The chaser - 04-13-2013 (04-13-2013, 10:19 PM)Hauken Wrote: Hi void OnStart() { InteractConnectPropWithMoveObject("","valve", "slidedoor",true, false, 0); PlayMusic("01_amb_darkness", true, 1, 0, 0, true); AddEntityCollideCallback("slidedoor", "AreaLeave", "DoSound", true, -1); } void DoSound (string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("","quest_completed.snt","slidedoor"); } Make an area which is IN the slidedoor. Scale it enough so that when the slide door reaches the top, the area finishes. The -1 that I used in the CollideCallback function means that when slidedoor goes out of the area, the sound will happen. RE: Lever when pull play sound - Hauken - 04-13-2013 I will try this Thanks for response! RE: Lever when pull play sound - The chaser - 04-13-2013 I'm here to help RE: Lever when pull play sound - Hauken - 04-13-2013 This was the result, i also had the editor with the pic so you can the placement of the ScriptArea. I know by the values provided from that fault message I should know where to fix but I am a big noob at this and im still learning. Save pic to see enlarged ! Code: void OnStart() RE: Lever when pull play sound - The chaser - 04-13-2013 (04-13-2013, 10:48 PM)Hauken Wrote: It should be: Code: void OnStart() The area should be where the door is in the beggining, like: http://i.imgur.com/5oXViXg.jpg Sorry, didn't find the slide door entity RE: Lever when pull play sound - Hauken - 04-13-2013 The result with the exact copy paste you gave me. slidedoor = my door entity valve = my lever entity PlaySoundAtEntity("","quest_completed.snt","slidedoor" The fault obvioussly lies in that line... RE: Lever when pull play sound - NaxEla - 04-13-2013 Try: PlaySoundAtEntity("","quest_completed.snt","slidedoor", 0, false); RE: Lever when pull play sound - Hauken - 04-13-2013 That solved the crash, the sound however doesn't work - I bet it has something to do with my scriptarea. Let me mess around with it some time, I do need to call it "Arealeave" right? Ok, thanks to both of you! This script is fully functional now, now I just need some smoke effects and sanity boost and im there. Aint to hard to do is it? RE: Lever when pull play sound - NaxEla - 04-13-2013 In chaser's script, it's "AreaLeave" (with a capital L) |