bigfoot
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2 Problems, (Playing a sound and Lightning (spotlight)) [BOTH SOLVED!!]
Hello,
I would like to start off that I'm kind off new to the scripting/programming world but I do enjoy it.
I have a problem.
I am trying to get familiar with the HPL Engine Tools,
and I am making a story with which ill learn to use the editor and how to create a good story.. etc.etc.
now I made a stairs with a door on the right side and a door on the left side.
The door on the left side is locked but when you interact with it it should also play a sound of Wooden / Metal break ("sounds\break\break_wood_metal1.ogg")
but I just cant figure out how to make it work.
I followed both the tutorials on the wiki and I really can't figure out how to use it, also I looked into the code of the main story line made by Frictional Games themselfes and I still can't figure it out.
So now I tried to just play the sound when the player enters the map / game and I can't get that to work either.
so I would really like to see a few more tutorials for me (and probarly others) so we can create a real cool game together.
And my second problem is I used a spot light. followed the tutorial set everything up like it had to and I can't get that to work either (I didn't script anything for the spotlight. I couldn't find anything that says I have to so maybe that is the problem?
Anyway, I'm looking forward to hear from you guys again and thanks in advance!!
Thanks Frictional Games for this awesome game!!
(PS, I don't know if you guys want my code I have right now just let me know ill post it as fast as possible)
EDIT1:
I just launched up my map again and for some reason the light is working right now so. That's solved!!
(This post was last modified: 12-23-2010, 11:26 PM by bigfoot.)
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12-23-2010, 09:59 PM |
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Dark88
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function;
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it.
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.
Hope this helps with your playing sounds issue.
(This post was last modified: 12-23-2010, 10:34 PM by Dark88.)
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12-23-2010, 10:34 PM |
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bigfoot
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:34 PM)Dark88 Wrote: For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function;
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it.
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.
Hope this helps with your playing sounds issue.
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well.
I guess ill understand it eventually ^^ Thanks a lot man.!!
EDIT1:
Ok I still can't really figure it out hehe.
Do I need more lines of code for this to work?
I just did it like this right now.
void OnEnter(){
PlaySoundAtEntity("sounds\break\break_wood_metal1","break_wood_metal1","FirstLockedDoor",2.0f,false);
}
(This post was last modified: 12-23-2010, 10:39 PM by bigfoot.)
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12-23-2010, 10:35 PM |
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Dark88
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:35 PM)bigfoot Wrote: (12-23-2010, 10:34 PM)Dark88 Wrote: For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function;
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it.
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.
Hope this helps with your playing sounds issue.
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well.
I guess ill understand it eventually ^^ Thanks a lot man.!!
LOL Basically just put "break_wood_metal" for the soundfile you want played and you should be good to go.
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12-23-2010, 10:38 PM |
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bigfoot
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:38 PM)Dark88 Wrote: (12-23-2010, 10:35 PM)bigfoot Wrote: (12-23-2010, 10:34 PM)Dark88 Wrote: For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function;
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it.
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.
Hope this helps with your playing sounds issue.
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well.
I guess ill understand it eventually ^^ Thanks a lot man.!!
LOL Basically just put "break_wood_metal" for the soundfile you want played and you should be good to go.
Hehe (I edited my other post I didn't see your new post hehe)
but ontopic.
Ok so I just put break_wood_metal instead of my old path?,
Ok thats easy hehe and stupid lol.
anyway, I also actually want to know what all the parameters mean.
"PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);"
string& asSoundName - What does it do / mean?
string& asSoundFile - What does this do / mean?
string& asEntity - And this?
float afFade.. etc. etc.
EDIT2:
Ok I got the sound working when I just entered the map / level.
So how would I make it play when I interact with the door?.
"Let me try":
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare.
then script:
void FirstLockedDoorScare(){
PlaySoundAtEntity(blabla)
}
?? hehe
(This post was last modified: 12-23-2010, 10:50 PM by bigfoot.)
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12-23-2010, 10:43 PM |
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Dark88
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:43 PM)bigfoot Wrote: Hehe (I edited my other post I didn't see your new post hehe)
but ontopic.
Ok so I just put break_wood_metal instead of my old path?,
Ok thats easy hehe and stupid lol.
anyway, I also actually want to know what all the parameters mean.
"PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);"
string& asSoundName - What does it do / mean?
string& asSoundFile - What does this do / mean?
string& asEntity - And this?
float afFade.. etc. etc.
string& asSoundName - is just the name of the sound in your custom story honestly you could leave it as just "", if you really wanted to.
string& asSoundFile - the sound file in this case "break_wood_metal" always the .snt file in the sound folders minus the file extension although it may work with the extension
string& asEntity - Where the sound originates for instance if you want it to originate from a door you called for conveniences sake door you'd put "door"
float afFadeTime - this I believe its how long you want the sound to take to fade in I usually just leave it as 0
bool abSaveSound - I guess it saves it I don't honestly know I just always set it to false
In the end you should have a function similar to this
"PlaySoundAtEntity("", "break_wood_metal", "door", 0, false);"
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12-23-2010, 10:52 PM |
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bigfoot
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
Ok thanks man.
and I don't know if you read my Second edit in my last post. But is there anything else needed to make it work when the player interacts with the door?
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12-23-2010, 10:55 PM |
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Dark88
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:43 PM)bigfoot Wrote: "Let me try":
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare.
then script:
void FirstLockedDoorScare(){
PlaySoundAtEntity(blabla)
}
?? hehe
That should work you just have to make sure the syntax of the function is correct in this instance
void FirstLockedDoorScare(string &in asEntity)
{
PlaySoundAtEntity(blabla)
}
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations
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12-23-2010, 10:57 PM |
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bigfoot
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 10:57 PM)Dark88 Wrote: (12-23-2010, 10:43 PM)bigfoot Wrote: "Let me try":
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare.
then script:
void FirstLockedDoorScare(){
PlaySoundAtEntity(blabla)
}
?? hehe
That should work you just have to make sure the syntax of the function is correct in this instance
void FirstLockedDoorScare(string &in asEntity)
{
PlaySoundAtEntity(blabla)
}
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations
So I would just replace string &in asEntity (the one in the void FirstLockedDoorScare(this one)) with the door name? and then playsound at entity?
Thanks man you deserve rep!
EDIT1:
Forget what I said it's working. but only if I make it so the callback won't be removed. (It's an option inside the LEVEL EDITOR)
But I actually want it to only be able to happen once.
Is there a special function that would do this? (Maybe to delete the sound of delete the callback?
Oh 1 more thing. I read somewhere that there is a function page which shows all the function but I can't find it.
Do you maybe know where I could find it?
Thanks in advance
(This post was last modified: 12-23-2010, 11:08 PM by bigfoot.)
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12-23-2010, 11:04 PM |
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Dark88
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED
(12-23-2010, 11:04 PM)bigfoot Wrote: (12-23-2010, 10:57 PM)Dark88 Wrote: (12-23-2010, 10:43 PM)bigfoot Wrote: "Let me try":
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare.
then script:
void FirstLockedDoorScare(){
PlaySoundAtEntity(blabla)
}
?? hehe
That should work you just have to make sure the syntax of the function is correct in this instance
void FirstLockedDoorScare(string &in asEntity)
{
PlaySoundAtEntity(blabla)
}
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations
So I would just replace string &in asEntity (the one in the void FirstLockedDoorScare(this one)) with the door name? and then playsound at entity?
Thanks man you deserve rep!
You're welcome, bro. I'm just glad I can help a fellow beginner.
Anyways, You replace the one in the PlaySoundAtEntity like this
PlaySoundAtEntity("", "break_wood_metal", asEntity, 0, false);
Edit: or this
PlaySoundAtEntity("", "break_wood_metal", "door", 0, false);
the function remains void FirstLockedDoorScare(string &in asEntity)
(This post was last modified: 12-23-2010, 11:11 PM by Dark88.)
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12-23-2010, 11:08 PM |
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