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Music Interruption
Plazmater Offline
Member

Posts: 122
Threads: 24
Joined: Aug 2013
Reputation: 1
#1
Music Interruption

So my problem is , while making monster active i want at the same time play music.

Script:

void BruteActivated(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute_1", true);
SetEnemyDisableTriggers("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0.001, "");
AddTimer("Sanity", 1, "SanityEvent");
}

void SanityEvent(string &in asTimer)
{
GiveSanityDamage(15.0f, true);
PlayMusic("11_event_tree.ogg", false, 1.0f, 0, 0, true);
}

But, it wont let play event music to the end because it interrupts with brute music.

So, how do i do that ? I want the whole music to be played and not be interrupted.

This same thing can be for example Morgue level from original game, when after injecting blood, brute spawns but it lets event music to be played first to the end.
05-18-2014, 03:35 PM
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Messages In This Thread
Music Interruption - by Plazmater - 05-18-2014, 03:35 PM
RE: Music Interruption - by PutraenusAlivius - 05-18-2014, 03:39 PM
RE: Music Interruption - by Plazmater - 05-18-2014, 03:56 PM
RE: Music Interruption - by PutraenusAlivius - 05-18-2014, 03:58 PM
RE: Music Interruption - by Plazmater - 05-18-2014, 04:02 PM
RE: Music Interruption - by PutraenusAlivius - 05-18-2014, 04:04 PM
RE: Music Interruption - by Plazmater - 05-18-2014, 04:12 PM
RE: Music Interruption - by Radical Batz - 05-18-2014, 04:18 PM



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