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 How do you make cave in roar? - Radical Batz -  02-18-2014
 
 In the laboratory part of the original amnesia, you go near this cave in with rocks and it starts making a moan sound and lots of dust comes out of it! Now I used this code from the original script of the lab into my script
 
 Code: void CollideScreamCave(string &in asParent, string &in asChild, int alState){
 PlaySoundAtEntity("monster_scream","04_scream.snt", "AreaCaveMonster", 0, false);
 
 StartScreenShake(0.02f, 2.0f, 0.5f, 2.0f);
 
 CreateParticleSystemAtEntity("breathps", "ps_cave_monster_scream.ps", "AreaCaveMonster", false);
 
 AddTimer("scream1", 0.5f, "TimerCaveScream");
 AddTimer("scream2", 1.0f, "TimerCaveScream");
 AddTimer("scream3", 3.0f, "TimerCaveScream");
 AddTimer("scream4", 5.0f, "TimerCaveScream");
 }
 void TimerCaveScream(string &in asTimer)
 {
 if(asTimer == "scream1"){
 PlayGuiSound("react_scare", 0.8f);
 GiveSanityDamage(10.0f, false);
 FadeSepiaColorTo(0.5f, 0.025f);
 FadeRadialBlurTo(0.1f, 0.025f);
 SetRadialBlurStartDist(0.2f);
 }
 else if(asTimer == "scream2"){
 
 }
 else if(asTimer == "scream3"){
 PlayGuiSound("react_creath", 0.8f);
 FadeSepiaColorTo(0, 0.1f);
 FadeRadialBlurTo(0, 0.1f);
 }
 else{
 PlayGuiSound("react_creath", 0.6f);
 }
 }
and I made a script box called "Areascreamcave" just like the original but when I go play in my level, the script is not working? does anybody know why? oh and how do you make random sounds just like in the prison?
 
 
 RE: How do you make cave in roar? - Slanderous -  02-18-2014
 
 Post your map .hps file.
 
 
 RE: How do you make cave in roar? - Radical Batz -  02-18-2014
 
 
 Code: void OnStart(){
 PlayMusic("12_amb.ogg", true, 1, 4, 1, true);
 AddTimer("AreaRock_", RandFloat(3.0f,10.f), "TimerAreaRock");
 GetPlayerHealth();
 FadePlayerFOVMulTo(1, 1.0f);
 SetPlayerMoveSpeedMul(1.0f);
 SetPlayerRunSpeedMul(1.0f);
 AddEntityCollideCallback("JumpscareDoor", "AreaJumpscare", "SanityDec", true, 1);
 }
 
 void PickUpOil(string &in asEntity, string &in type)
 {
 AddQuest("Oil", "pickupoil");
 CompleteQuest("lantern", "pickuplantern");
 }
 
 void EventCollide(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("DungeonGrunt", true);
 AddEnemyPatrolNode("DungeonGrunt", "Node_1",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_4",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_6",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_10",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_15",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_18",0.001f, "");
 AddEnemyPatrolNode("DungeonGrunt", "Node_26",0.001f, "");
 }
 
 void SanityDec(string &in asParent, string &in asChild, int alState)
 {
 PlayGuiSound("react_scare3.ogg", 1);
 SetEntityActive("DungeonGrunt", true);
 GiveSanityDamage(15, true);
 }
 
 void TimerAreaRock(string &in asTimer)
 {
 int iRand = RandInt(1, 6);
 
 PlaySoundAtEntity(asTimer+iRand, "24_rock.snt", asTimer+iRand, 1, false);
 
 StartScreenShake(0.007f, 0.0f, 4.0f, 2.0f);
 SetRadialBlurStartDist(0.8f);
 FadeRadialBlurTo(0.1f, 0.03f);
 
 AddTimer("EndRadial", 4.0f, "TimerEndRadial");
 AddTimer(asTimer, RandFloat(15.0f, 30.0f), "TimerAreaRock");
 }
 void TimerEndRadial(string &in asTimer)
 {
 FadeRadialBlurTo(0.0f, 0.1f);
 }
 
 
 void CollideScreamCave(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("monster_scream","04_scream.snt", "AreaCaveMonster", 0, false);
 
 StartScreenShake(0.02f, 2.0f, 0.5f, 2.0f);
 
 CreateParticleSystemAtEntity("breathps", "ps_cave_monster_scream.ps", "AreaCaveMonster", false);
 
 AddTimer("scream1", 0.5f, "TimerCaveScream");
 AddTimer("scream2", 1.0f, "TimerCaveScream");
 AddTimer("scream3", 3.0f, "TimerCaveScream");
 AddTimer("scream4", 5.0f, "TimerCaveScream");
 }
 void TimerCaveScream(string &in asTimer)
 {
 if(asTimer == "scream1"){
 PlayGuiSound("react_scare", 0.8f);
 GiveSanityDamage(10.0f, false);
 FadeSepiaColorTo(0.5f, 0.025f);
 FadeRadialBlurTo(0.1f, 0.025f);
 SetRadialBlurStartDist(0.2f);
 }
 else if(asTimer == "scream2"){
 
 }
 else if(asTimer == "scream3"){
 PlayGuiSound("react_creath", 0.8f);
 FadeSepiaColorTo(0, 0.1f);
 FadeRadialBlurTo(0, 0.1f);
 }
 else{
 PlayGuiSound("react_creath", 0.6f);
 }
 }
 
 RE: How do you make cave in roar? - Mudbill -  02-18-2014
 
 The callback mentions the AreaJumpscare, yet you said you named your area Areascreamcave. If there's a callback for that collision, it is never called.
 
 There are probably quite a few other errors, because that's what happens when you directly copy the code Frictional used.
 
 
 RE: How do you make cave in roar? - Radical Batz -  02-19-2014
 
 Ok, so what am i supposed to do to make it work?
 
 
 RE: How do you make cave in roar? - Mudbill -  02-19-2014
 
 Well, you need to add a callback for it. Something like AddEntityCollideCallback("Player", "Areascreamcave", "CollideScreamCave", true, 1); to OnStart. That might work, but without analyzing the whole script I can't say for sure if it will.
 
 
 
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