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Sound at Entity
Kyle Offline
Posting Freak

Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#7
RE: Sound at Entity

Guys, why not we just play the sound at the entity the NORMAL way, no extra modifications that are needed. -_-

The reason why the sound doesn't work is because you're starting it up and then it gets canceled.

Do this:

void OnStart()
{
     AddEntityCollideCallback("Player", "ScriptArea_1", "BuchErscheinung", true, 1);
     AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorClosedAndLook", true, 1);
}
void BuchErscheinung(string &in asParent, string &in asChild, int alState)
{
     SetEntityActive("buch", true);
     AddDebugMessage("buch", false);
}
void DoorClosedAndLook(string &in asParent, string &in asChild, int alState)
{
     SetSwingDoorClosed("mansion_6", true, true);
     StartPlayerLookAt("mansion_6", 10.0f, 10.0f, "");
     PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
     AddTimer("", 1.0f, "stoplook");
     AddTimer("", 4, "stopsound");
}
void stopsound(string &in asTimer)
{
     StopSound("Schrei", 3);
}
void stoplook(string &in asTimer)
{
     StopPlayerLookAt();
}
void OnEnter()
{
}
void OnLeave()
{
}

It's useless to call the different functions with the same parent and child at the same time.

I was also wondering what's the point for playing a sound and then have it be stopped? The sound isn't a repeating one.

(This post was last modified: 08-01-2011, 12:18 AM by Kyle.)
08-01-2011, 12:10 AM
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Messages In This Thread
Sound at Entity - by mr.bonent - 07-31-2011, 11:02 PM
RE: Sound at Entity - by MrCookieh - 07-31-2011, 11:16 PM
RE: Sound at Entity - by mr.bonent - 07-31-2011, 11:36 PM
RE: Sound at Entity - by Janni1234 - 07-31-2011, 11:37 PM
RE: Sound at Entity - by Angerpull - 07-31-2011, 11:53 PM
RE: Sound at Entity - by Kyle - 08-01-2011, 12:10 AM
RE: Sound at Entity - by MrCookieh - 08-01-2011, 12:06 AM
RE: Sound at Entity - by mr.bonent - 08-01-2011, 04:45 PM
RE: Sound at Entity - by Kyle - 08-01-2011, 04:55 PM



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