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		| ZRPT   Junior Member
 
 Posts: 17
 Threads: 3
 Joined: Aug 2011
 Reputation: 
1
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			| Sound not playing at the right times 
 
				////////////////////////////// Run when the map starts
 void OnStart()
 
 {
 AddUseItemCallback("", "starterroomkey_1", "starterdoor", "Usekeyondoor", true);
 AddEntityCollideCallback("Player", "BLAM1", "func_slam", true, 1);
 SetEntityCallbackFunc("earthquakenote", "Func");
 }
 
 void Usekeyondoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("starterdoor", false, true);
 PlaySoundAtEntity("", "unlock_door", "door1", 0, false);
 RemoveItem("starterroomkey_1");
 }
 
 void func_slam(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("starterdoor", true, true);
 
 SetSwingDoorLocked("starterdoor", true, true);
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);  PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 }
 
 void Func(string &in asEntity, string &in type)
 {
 if(type == "OnPickup")
 {
 StartScreenShake(0.10f, 5.0f, 1.5f, 4.0f);
 StartPlayerLookAt("lookat", 0.5, 0.5, "");
 SetPlayerActive(false);
 SetPlayerCrouching(true);
 AddTimer("", 1.0, "Timer1");
 AddTimer("", 4.0, "Timer2");
 AddTimer("", 1.0, "PlayShit");
 }
 }
 void Timer1(string &in asTimer)
 {
 PlaySoundAtEntity("", "react_sigh", "Player", 0, false);
 }
 void Timer2(string &in asTimer)
 {
 SetPlayerCrouching(false);
 StopPlayerLookAt();
 SetPlayerActive(true);
 }
 void PlayShit(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "general_rock_rumble", "Player", 0, false);
 }
The rumble sound seems to be delayed, then it repeats. Also for some reason after the timer ends and the stopplayerlookat function is called, it still automatically looks at random objects.
			 
				
(This post was last modified: 08-28-2011, 11:42 AM by ZRPT.)
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	| 08-28-2011, 11:40 AM |  |  
	
		| ZRPT   Junior Member
 
 Posts: 17
 Threads: 3
 Joined: Aug 2011
 Reputation: 
1
 | 
			| RE: Sound not playing at the right times 
 
				Can anyone help?
			 |  |  
	| 08-28-2011, 08:19 PM |  |  
	
		| Elven   Posting Freak
 
 Posts: 862
 Threads: 37
 Joined: Aug 2011
 Reputation: 
26
 | 
			| RE: Sound not playing at the right times 
 
				Use that instead of CallEntityCallbackFunc void SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction);
 Calls a function when the player interacts with a certain entity.
 Callback syntax: void MyFunc(string &in asEntity)
 
 asName - internal name
 asCallback - function to call
 abRemoveOnInteraction - determines whether the callback should be removed when the player interacts with the entity
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	| 08-28-2011, 08:55 PM |  |  |