HeadyBoy
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How do I make timers trigger when I enter a specific area?
I don't know if this is possible but I really want to see if I can do it.
In my custom story the guy you play as has a conversation with somebody at the other side of the door before he opens a door for you.
I want vocals from the guy you play as to come out at the player and I want the vocals from the other character to come out at the other side of the wall and afterwards, the guy behind the door is going to pull a lever to open up door for you to go through.
Does anybody know how to do this? Can it be done?
Voice Actor - Male, British Accent, Mid-teens, Adaptable
Custom Stories - "The Heist: Amnesia" (In production)
(This post was last modified: 07-22-2012, 12:22 AM by HeadyBoy.)
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07-21-2012, 08:07 PM |
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i3670
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RE: How to trigger one thing after another
Timers and PlaySoundAtEntity?
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07-21-2012, 10:15 PM |
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HeadyBoy
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RE: How to trigger one thing after another
I'm a bit of a newibe. Thanks, I'll try and do something with that
(Doublepost)
I am looking for tutorials on how make timers. Could somebody give me a basic script for when a player enters an area that triggers a timer that plays a sound?
Pretty please<3
Voice Actor - Male, British Accent, Mid-teens, Adaptable
Custom Stories - "The Heist: Amnesia" (In production)
(This post was last modified: 07-21-2012, 11:38 PM by HeadyBoy.)
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07-21-2012, 11:18 PM |
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Mackiiboy
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RE: How to trigger one thing after another
(07-21-2012, 11:18 PM)HeadyBoy Wrote: I am looking for tutorials on how make timers. Could somebody give me a basic script for when a player enters an area that triggers a timer that plays a sound?
Pretty please<3 .
Check the Engine Script page and you will learn how to do it. I have written down everything you will need, below:
void OnStart()
{
AddEntityCollideCallback("Player", "NameOfYourArea", "TriggerFunc", true, 1);
}
void TriggerFunc(string &in asParent, string &in asChild, int alState)
{
AddTimer("", 3.0f, "SoundTimer");
}
void SoundTimer(string &in asTimer)
{
PlaySoundAtEntity("", "NameOfYourSoundFile.snt", "NameOfTheEntityToCreateTheSoundAt", 0, false);
}
/////////////////////////////////////////
////// From the Engine Scripts:
////////////////////////////////////////
void AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);
Calls a function when two entites collide.
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)
alState: 1 = enter, -1 = leave
asParentName - internal name of main object
asChildName - internal name of object that collides with main object (asterix (*) NOT supported!)
asFunction - function to call
abDeleteOnCollide - determines whether the callback after it was called
alStates - 1 = only enter, -1 = only leave, 0 = both
void AddTimer(string& asName, float afTime, string& asFunction);
Creates a timer which calls a function when it expires.
Callback syntax: void MyFunc(string &in asTimer)
asName - the name of the timer
afTime - time in seconds
asFunction - the function to call
void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its
state. If true, the sound is never attached to the entity! Also note
that saving should on be used on looping sounds!
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07-22-2012, 02:43 AM |
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HeadyBoy
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RE: How do I make timers trigger when I enter a specific area?
I will give that a try once I get my voices done. Thank you ever so much.
Voice Actor - Male, British Accent, Mid-teens, Adaptable
Custom Stories - "The Heist: Amnesia" (In production)
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07-22-2012, 02:51 PM |
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