(09-15-2011, 05:51 PM)AmnesiaIsScary :S Wrote: Can you send me what I need if I want to write a message on the screen in the lang file ?
I know the command in the Hps file but I don't know how to do it in the lang file ...
And whats the command to play sound at entity if my entity name is "wine01_3" and my sound is "21_scream5.ogg" ? and where should I put it in the HPS file ?
If you want the screen to display text, all you have to do is trigger it (via timer, collide callback, interact callback, whatever)
In the callback, have
SetMessage("Category", "Entry","TimeToDisplay");
Where Category is the CATEGORY in your .lang file
Entry is the Entry Name in your .lang file
And TimeToDisplay is how long the message is on the screen.
For playing the sounds, you need to trigger it again, and have
PlaySoundAtEntity("InternalName", "Soundfile+snt", "EntityItPlaysAt", "FadeTime", BooleanRememberState);
Where
Internal Name is the name that is given to the sound. I usually leave it blank, so ""
Soundfile+snt would be, in your case, "21_screams.snt", though this won't play that specific scream. In order to do this, you'll have to put 21_scream5.ogg into your custom story folder. Make a folder called sounds, and drop it in there, then make a 21_scream5.snt file (It will be a text file) Then, open up a pre-existing .snt file, copy it to your new .snt file, then adjust the parameters.
EntityToPlayAt is fairly straightforward. In your case, it would be "wine01_3"
FadeTime is the time in seconds the sound needs to fade away. I usually keep it at 0.
And the boolean value is whether or not it remembers it's state. I don't know how this works, exactly, so I just leave it at false and it does what I want it to. In case you weren't aware, boolean values are true and false.
Hope this helped!