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Music Resume??? - 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: Music Resume??? (/thread-7075.html) |
Music Resume??? - Henriksen - 03-27-2011 Hi. When I play my map the music starts where it should. But then when a event occour and the puzzle music comes the original music doesnt resume after the puzzle music is done. Here is the full script: //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "Stench", "WhatIsThat", true, 1); AddEntityCollideCallback("Player", "CAVEIN", "OMG", true, 1); AddEntityCollideCallback("Lever1", "Lever1Area", "UnlockDoor", true, 1); AddEntityCollideCallback("ladder", "Attach", "AttachLadder", true, 1); AddEntityCollideCallback("Player", "Bull", "What", true, 1); } void What(string &in asParent, string &in asChild, int alState) { SetMessage("JohnatanThoughts", "Thought11", 0); PlaySoundAtEntity("Bully", "react_breath2.ogg", "Player", 0.0, false); } void AttachLadder(string &in asParent, string &in asChild, int alState) { SetEntityActive("LadderArea_1",true); GiveSanityBoost(); } void UnlockDoor(string &in asParent, string &in asChild, int alState) { SetLevelDoorLocked("prison_2", false); PlaySoundAtEntity("Lever1Area", "react_breath2.ogg", "Player", 0.0, false); SetMessage("JohnatanThoughts", "Thought8", 0); PlaySoundAtEntity("Lever1Area", "unlock_door.ogg", "Player", 0.0, false); } void OMG(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("SoundFromCaveIn", 2.0f, 5.0f, ""); AddTimer("", 1.0f, "StopLookAtArea2"); PlaySoundAtEntity("SoundFromCaveIn", "explosion_rock_large.ogg", "Player", 0.0, false); SetEntityActive("cave_in_1",true); SetEntityActive("Bully",false); CreateParticleSystemAtEntity("", "ps_dust_break_25.ps", "AreaEffects", false); PlayMusic("11_event_tree.ogg", false, 1, 3, 0, false); AddQuest("Memento2","Memento2"); } void StopLookAtArea2(string &in asTimer) { SetMessage("JohnatanThoughts", "Thought7", 0); PlaySoundAtEntity("SoundFromCaveIn", "react_pant6.ogg", "Player", 0.0, false); StopPlayerLookAt(); } void WhatIsThat(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("Gravel", 2.0f, 5.0f, ""); AddTimer("", 1.0f, "StopLookAtArea1"); PlaySoundAtEntity("Gravel", "react_breath_slow1.ogg", "Player", 0.0, false); } void StopLookAtArea1(string &in asTimer) { SetMessage("JohnatanThoughts", "Thought6", 0); StopPlayerLookAt(); } //////////////////////////// // Run when entering map void OnEnter() { PlayMusic("01_amb_darkness.ogg", true, 1, 3, 0, true); } //////////////////////////// // Run when leaving map void OnLeave() { } RE: Music Resume??? - Pandemoneus - 03-27-2011 Set the priority of the main music to 1 or higher. RE: Music Resume??? - Henriksen - 03-27-2011 (03-27-2011, 02:48 PM)Pandemoneus Wrote: Set the priority of the main music to 1 or higher. What do you mean by that? Could you edit it so i can see it??? Im a noob at scripting xD RE: Music Resume??? - Pandemoneus - 03-27-2011 PlayMusic("01_amb_darkness.ogg", true, 1, 3, 1, true); [edit] Or might be the other way around, main music to 0 and the other one to something else. RE: Music Resume??? - Henriksen - 03-27-2011 (03-27-2011, 02:57 PM)Pandemoneus Wrote: PlayMusic("01_amb_darkness.ogg", true, 1, 3, 1, true);DOESNT WORK Now it looks like this: //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "Stench", "WhatIsThat", true, 1); AddEntityCollideCallback("Player", "CAVEIN", "OMG", true, 1); AddEntityCollideCallback("Lever1", "Lever1Area", "UnlockDoor", true, 1); AddEntityCollideCallback("ladder", "Attach", "AttachLadder", true, 1); AddEntityCollideCallback("Player", "Bull", "What", true, 1); } void What(string &in asParent, string &in asChild, int alState) { SetMessage("JohnatanThoughts", "Thought11", 0); PlaySoundAtEntity("Bully", "react_breath2.ogg", "Player", 0.0, false); } void AttachLadder(string &in asParent, string &in asChild, int alState) { SetEntityActive("LadderArea_1",true); GiveSanityBoost(); } void UnlockDoor(string &in asParent, string &in asChild, int alState) { SetLevelDoorLocked("prison_2", false); PlaySoundAtEntity("Lever1Area", "react_breath2.ogg", "Player", 0.0, false); SetMessage("JohnatanThoughts", "Thought8", 0); PlaySoundAtEntity("Lever1Area", "unlock_door.ogg", "Player", 0.0, false); } void OMG(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("SoundFromCaveIn", 2.0f, 5.0f, ""); AddTimer("", 1.0f, "StopLookAtArea2"); PlaySoundAtEntity("SoundFromCaveIn", "explosion_rock_large.ogg", "Player", 0.0, false); SetEntityActive("cave_in_1",true); SetEntityActive("Bully",false); CreateParticleSystemAtEntity("", "ps_dust_break_25.ps", "AreaEffects", false); PlayMusic("11_event_tree.ogg", false, 1, 1, 1, false); AddQuest("Memento2","Memento2"); } void StopLookAtArea2(string &in asTimer) { SetMessage("JohnatanThoughts", "Thought7", 0); PlaySoundAtEntity("SoundFromCaveIn", "react_pant6.ogg", "Player", 0.0, false); StopPlayerLookAt(); } void WhatIsThat(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("Gravel", 2.0f, 5.0f, ""); AddTimer("", 1.0f, "StopLookAtArea1"); PlaySoundAtEntity("Gravel", "react_breath_slow1.ogg", "Player", 0.0, false); } void StopLookAtArea1(string &in asTimer) { SetMessage("JohnatanThoughts", "Thought6", 0); StopPlayerLookAt(); } //////////////////////////// // Run when entering map void OnEnter() { PlayMusic("01_amb_darkness.ogg", true, 1, 1, 2, true); } //////////////////////////// // Run when leaving map void OnLeave() { } But now it doesnt play the puzzle music???? D: RE: Music Resume??? - Pandemoneus - 03-27-2011 And why did you change that? PlayMusic("11_event_tree.ogg", false, 1, 3, 0, false); I said either, not both. |