This script is that the player steps into an area and hears footsteps running where he can't see.
The sounds are to happen at PosNodes that get farther away.So that the sound gets farther away.
Unfortunately I can't get any sound to play.
Spoiler below!
// School hall and celler map script.
void OnStart(){
AddEntityCollideCallback("Player", "footsteps", "FootStepsFunc", true, 1);
//if (ScriptDebugOn()) { // Checks if debugs is on.
//GiveItemFromFile("lantern", "lantern.ent"); // Gives player the lantern.
//SetPlayerLampOil(100.0f); // Fills the players oil reserve.
//for(int i = 0;i < 10; i++) { // Gives player tinder boxes until int i equals ten.
//GiveItemFromFile("tinderbox", "tinderbox.ent"); //Gives tinderbox to player
//}
//}
}
void FootStepsFunc(string &in asParent, string &in asChild, int alState){
//SetEntityActive("servant_grunt_1", true);//This was here to test if the Function was called. It worked.
//PlaySoundAtEntity("enemy\grunt\","notice.snt", "player", 0, false);//This was to test whether or not a sound would play, It did not work.
for (int x=1; x < 8;x++){
PlaySoundAtEntity("step","step_run_wood.snt", "PosNodeArea_"+x, 0, false);
AddTimer("", 0.5f, "");//Waits to call a non-existent function to add time between each step.
}
}
void OnEnter(){
}
void OnLeave(){}
(This post was last modified: 09-12-2011, 04:29 AM by xdeath.)
as YourComputer said I don't think you can use PosNodes for sound
Use Script Area's and then for several footsteps, Make Several Script areas and add Timers so right after the first Footsteps noise finishes it playes a little farther a way and so on.