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Scripting Help
FlawlessHappiness Offline
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Posts: 3,980
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Joined: Mar 2012
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#9
RE: Scripting Help

You can also use "scrape_rock.snt"

But remember it needs an .snt file to be played

So everytime the 'active' script happens use:

PlaySoundAtEntity("RockScrape", "scrape_rock", "Player", 0.5f, false);

Make a script area around every statue (Both inactive or active).
Every inactive statue should have an inactive script around, and every active should be active.
The area should actually fill the hole width of the room so when the player turns around this happens:

void OnStart()
{

SetEntityPlayerLookAtCallback("ScriptArea_1", "StopScrapeSound", true);
///Do this with all the script areas
}
void StopScrapeSound(String &in asEntity, int alState)
{
if(alState == 1)
{
StopSound("RockScrape", 0.01);
}
}
I guess this should work.
Otherwise, try deleting the if-statement. Not sure if that will work

Trying is the first step to success.
(This post was last modified: 06-12-2012, 06:13 PM by FlawlessHappiness.)
06-12-2012, 06:10 PM
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Messages In This Thread
Scripting Help - by Clear - 06-12-2012, 04:08 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 04:11 PM
RE: Scripting Help - by Clear - 06-12-2012, 04:17 PM
RE: Scripting Help - by Adny - 06-12-2012, 04:37 PM
RE: Scripting Help - by Clear - 06-12-2012, 04:57 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 04:38 PM
RE: Scripting Help - by Clear - 06-12-2012, 04:50 PM
RE: Scripting Help - by Datguy5 - 06-12-2012, 06:13 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 06:14 PM
RE: Scripting Help - by Datguy5 - 06-12-2012, 06:16 PM
RE: Scripting Help - by Adny - 06-12-2012, 06:33 PM
RE: Scripting Help - by Datguy5 - 06-12-2012, 06:38 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 07:21 PM
RE: Scripting Help - by Adny - 06-12-2012, 04:55 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 06:10 PM
RE: Scripting Help - by FlawlessHappiness - 06-12-2012, 06:20 PM



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