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Cant have PlaySoundAtEntity with SetSwingDoorClosed?
ricky horror Offline
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Posts: 54
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Joined: Apr 2011
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#12
RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed?

(05-05-2011, 09:28 AM)Ge15t Wrote:
(05-05-2011, 09:21 AM)ricky horror Wrote:
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("StartDoor2", false, true);
    PlaySoundAtEntity("", "unlock_door", "StartDoor2", 0, false);

this is actual scripting from the conversion i'm working on
works fine for me

make sure that the third thing typed in (the one next to "unlock_door") is the actual name of the door

other than that, i have no idea why it's not working :/

Yeah see that works for the door unlock noise, thats no problem, its just the door slam noise thats supposed to accompany it.

I even made a separate area with a different sound:

void CollideRoomTwoWind(string &in asParent, string &in asChild, int alState)
{

    PlaySoundAtEntity("", "general_wind_whirl.snt", "mansion_1", 0, false);
    
}

And this STILL doesnt work. Is there any config file that points to where the sound files are supposed to be located so I can check if thats the problem?

EDIT: Yeah i tried that one as well, thats what the code originally looked like

are you sure the sounds you're trying to use have a .snt file? if not, make one

Amnesia: Ricky's Horror - Full Conversion
05-05-2011, 09:46 AM
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RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - by ricky horror - 05-05-2011, 09:46 AM



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