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		| THE/ILL/WILL   Junior Member
 
 Posts: 11
 Threads: 4
 Joined: Dec 2010
 Reputation: 
0
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			| RE: sound problems 
 
				so i rewrote all the stuff like this and now its giveing me ( errors. i think im grouping wrong anyone have some pointers? ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 
 {
 AddUseItemCallback( "", "DoorKey_1", "Door_3", "UseKeyOnDoor", true);
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Door_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "Player", 0, false);
 RemoveItem("DoorKey_1");
 }
 {
 [color=#FFD700]AddEntityCollideCallback("Player", "doorslam_1","Collidedoorslam", true, -1);
 }
 void Collidedoorslam(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("Room_2", true, true);
 PlaySoundAtEntity("", "amb_hunt01", "Player", 0, false);
 }
 {
 AddEntityCollideCallback("Player", "Unlock_1","Room2Unlock", true, 1);
 }
 void Room2Unlock(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorLocked("Room_2", true, true);
 PlaySoundAtEntity("", "unlock_door", "Player", 0, false);
 }
 
 }
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	| 12-02-2010, 03:02 AM |  |  
	
		| Oscar House   Senior Member
 
 Posts: 302
 Threads: 3
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: sound problems 
 
				Why do you have everything inside OnStart()?
			 
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	| 12-02-2010, 03:49 PM |  |  
	
		| Akumasama   Member
 
 Posts: 122
 Threads: 2
 Joined: Nov 2010
 Reputation: 
0
 | 
			| RE: sound problems 
 
				^This. 
The functions should be in onEnter(){
 AddEntityCollideCallback("Player", "soundtrigger1", "soundtrigger1activate", true, 1);
Such as that.
 
Then in no category, you place the syntaxes with what you want it to do.
 void soundtrigger1activate(string &in asParent, string &in asChild, int alState){
 stuff that happens
 for example:
 PlayGuiSound("guardian_activated.snt", 1)
 }
STUFF THATS WRONG:
 
Sound files need the ".snt" after the file you want to play. (Look in the actual folder to see if you have the right file.) 
You have a function inside a function (void inside of a function), this isn't possible.
 void OnStart(){ ///STUFF TO ACTIVATE FUNCTIONS HERE
 AddUseItemCallback( "", "DoorKey_1", "Door_3", "UseKeyOnDoor", true);
 AddEntityCollideCallback("Player", "doorslam_1","Collidedoorslam", true, -1);
 AddEntityCollideCallback("Player", "Unlock_1","Room2Unlock", true, 1);
 }
 
 ///THE ACTUAL FUNCTIONS GO HERE
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Door_3", false, true);
 PlayGuiSound("unlock_door.snt", 1f);
 RemoveItem("DoorKey_1");
 }
 
 void Collidedoorslam(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("Room_2", true, true);
 PlayGuiSound("amb_hunt01.snt", 1f);
 }
 
 void Room2Unlock(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorLocked("Room_2", true, true);
 PlayGuiSound("unlock_door.snt", 1f);
 }
That would make the correct script. (There might be problems, just did this real quick.) 
I just rearranged it real quick. 
Also, PlayGuiSound is alot easier to use than PlaySoundAtEntity.
			
				
(This post was last modified: 12-02-2010, 04:15 PM by Akumasama.)
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	| 12-02-2010, 04:04 PM |  |  |