ricky horror
Member
Posts: 54
Threads: 8
Joined: Apr 2011
Reputation:
0
|
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
|
|
05-05-2011, 09:46 AM |
|