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Map music overwrites monster music
Saitoshiba Offline
Junior Member

Posts: 7
Threads: 2
Joined: Dec 2012
Reputation: 0
#1
Map music overwrites monster music

Hello, can anybody help me? It's been a week or more that I can't really find the answer to this problem, I play the music of the map and when the monster is activated his music simply won't play, he tries to find me while I am hiding and the map music keeps playing like nothing happened. Also, when I could play the music of the monster the main music didn't go back, I mean, didn't resume to where it was.

Don't know if will help but:


void OnStart()
{

AddEntityCollideCallback("Player","ScriptArea_7","FirstMusic",true,1); AddEntityCollideCallback("Player","ScriptArea_4","SecondMonster",true,1); SetEntityPlayerInteractCallback("note_generic_1","FirstMusic",true);

}

void OnEnter()
{
}

void OnLeave()
{
}

void FirstMusic(string &in asEntity)
{
PlayMusic("03_amb.ogg",true,1.0,0,3.0,false);
}

void SecondMonster(string &in parent, string &in child, int state)
{
GiveSanityDamage(10,true);
SetEntityActive("servant_grunt_1",true);
AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_9",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_10",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_11",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_12",0,"Iddle");
AddEntityCollideCallback("servant_grunt_1","FadeSmoke","FadeSmoke",false,1);
}

//Deactivate the second monster

void FadeSmoke(string &in parent, string &in child, int state)
{
FadeEnemyToSmoke("servant_grunt_1",false);
}

The ScriptArea_7 is only a collision of the player when he comes back to this map.
(This post was last modified: 12-11-2012, 09:56 PM by Saitoshiba.)
12-05-2012, 02:24 AM
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Messages In This Thread
Map music overwrites monster music - by Saitoshiba - 12-05-2012, 02:24 AM
RE: Map music overwrites monster music - by Ongka - 12-05-2012, 07:56 AM



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