(07-02-2012, 07:39 PM)FastHunteR Wrote: No, I ment this:
void Sounds1(string &in asTimer)
{
ChangeMap("02.map", "PlayerStartArea_2", "", "");
AddTimer("Timer4", 27, "Neworld1");
}
void Neworld1(string &in asTimer)
{
AddTimer("Timer5", 2, "Loaded1");
PlaySoundAtEntity("", "24_cut.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
}
void Loaded1(string &in asTimer)
{
SetPlayerJumpDisabled(false);
FadeIn(2);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
SetPlayerMoveSpeedMul(1);
}
You change the map, add a timer right after, which also plays some stuff? I don't think that#s possibly, you have to move the timer and all the stuff for after the map change to the .hps file for that map you change to.
I took out all of that and I have this now:
SetEntityPlayerInteractCallback("Knife_1", "Murder", true);
}
void Murder(string &in asEntity)
{
StopMusic(1, 0);
FadeIn(1);
AddTimer("Timer2", 4, "Into2");
GetPlayerSpeed();
SetPlayerMoveSpeedMul(0);
}
void Into2(string &in asTimer)
{
FadeOut(1);
AddTimer("Timer3", 1, "Sounds1");
}
void Sounds1(string &in asTimer)
{
ChangeMap("02.map", "PlayerStartArea_2", "", "");
//addTimer("Timer4", 27, "Neworld1");
}
//void Neworld1(string &in asTimer)
//{
//addTimer("Timer5", 2, "Loaded1");
//PlaySoundAtEntity("", "24_cut.snt", "Player", 0, false);
//PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
//}
//void Loaded1(string &in asTimer)
//{
//SetPlayerJumpDisabled(false);
//FadeIn(2);
//PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
//SetPlayerMoveSpeedMul(1);
//}
EDIT: Still didn't work