Advanced script widgets - 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 Articles (https://www.frictionalgames.com/forum/forum-40.html) +---- Thread: Advanced script widgets (/thread-7521.html) Pages:
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RE: Advanced script widgets - palistov - 04-26-2011 Check and make sure you created areas equal to a, and named them spook_area_1, spook_area_2, etc until you reach spook_area_a. Next, change file1.snt, file2.snt, etc to the proper sound files. You need cases in the switch function equal to d. Make sure b and c are integers. RE: Advanced script widgets - Exostalker - 04-26-2011 Thanks for making this, keep posting more! EDIT: Suggestion : Tutorial for how to after entering a level to seal and exit? I mean after loading screen you can look back on the door and let's say rocks will seal off the exit. I have seen it done in some custom stories RE: Advanced script widgets - Apjjm - 04-27-2011 There is a more flexible concise way to play a random sound: Code: void playRandomSound(string soundName, string[] sounds, string atEntity, float fadeTime, bool saveSound) Code: //Idea 1: RE: Advanced script widgets - palistov - 04-27-2011 Nice Apjjm I'll toss that up on the initial post. I'll put timers so it loops too Very nice, sir. I didn't even know you could use playRandomSound() like that Toss functions like that up on the wiki if you get the time RE: Advanced script widgets - Simpanra - 05-01-2011 i am trying to use the ghost steps function =) but i dont know what the "scary"+asTimer is referencing in the CreateFootstep function? |