Question about script for sound and forced look - 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: Question about script for sound and forced look (/thread-6627.html) |
Question about script for sound and forced look - Ge15t - 02-18-2011 This was in the recollection thread: Code: PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); -Where string& asSoundName is name of a sound.(Can be left blank, unless you want it to loop, and later stop. -string& asSoundFile is sound file; the file you want to be played. -string& asEntity is entity you want it to be played.(For example "player" makes it play at player, but if you want the sound to be heard from elsewhere; let's say a piano called "piano1", you put that("piano1") there. -float afFadeTime is time it should fade, for example 1.0f would put 1 second fade time. -bool abSaveSound. I am not sure what this is Just set it to false. And you can stop it by using: Code: StopSound(string& asSoundName, float afFadeTime); -Where string& asSoundName is name of a sound(see above.) -float afFadeTime; fade time, see above. But how would I actually input this into my script? ATM im putting it in as this : PlaySoundAtEntity(ramble, CH01_DanielRamble_01, door_1, 0, false); I know this isnt correct, but I followed the above instructions and tried different variations to this, but the game doesnt even start, just comes up with a fatal error. Can someone help a noob please? lol RE: Question about script for sound and forced look - jens - 02-18-2011 You have to put strings (text) in "" so PlaySoundAtEntity("ramble", "CH01_DanielRamble_01", "door_1", 0, false); As it says on the wiki and a ton of other places, get some basic understanding of scripting/programming before trying to script with the game. I suggest googeling javascript tutorials, to get an easy way of reading and testing out a typical script language. RE: Question about script for sound and forced look - Vradcly - 02-18-2011 PlaySoundAtEntity("ramble", "CH01_DanielRamble_01.ogg", "door_1", 0.0f, false); this if the correct way (except some sounds can have more complicated pathways and in some cases there is a difference in .snt and .ogg files, I havent identified the pattern though..) So if this does not work try another sound file just to make sure that is not the error . Its always "text" in this kind of script things and the numbers 0.0f is usually a float variable (meaning its best to give it one decimal and the letter f after). RE: Question about script for sound and forced look - Ge15t - 02-18-2011 Sorry I should have been more specific (need coffee). I do understand scripting to some degree, I understand what it all means, just trying to get my head around the 'functionnamehere' part of it. Basically what I want to happen, is that when I attempt to open the locked door, it will play the CH01_DanielRamble_01. How would I set this one out? If i can nail this, i should be set for most other script functions lol. So, is there a giant list of all functions? eg. "PlaySoundAtEntity"? Thanks for the help RE: Question about script for sound and forced look - Selyp - 02-18-2011 (02-18-2011, 09:43 AM)Ge15t Wrote: So, is there a giant list of all functions? eg. "PlaySoundAtEntity"? Giant list of functions located here. http://wiki.frictionalgames.com/hpl2/amnesia/script_functions RE: Question about script for sound and forced look - Ge15t - 02-19-2011 (02-18-2011, 10:35 AM)Selyp Wrote:(02-18-2011, 09:43 AM)Ge15t Wrote: So, is there a giant list of all functions? eg. "PlaySoundAtEntity"? OK thanks heaps for that, after looking through that list, I still cant quite get what I want to happen (attempt to open locked door resulting in playing of sound file). Sorry for the annoying questions RE: Question about script for sound and forced look - Vradcly - 02-19-2011 if it is a leveldoor you can attach a locked sound in properties of the door, but i guess its a swingdoor so ill have to return when i have more to say... |