| RE: Shadow 
 
				What do you mean exactly? Do you want the screen to go black? Want the slime-net to fade in as an activation?
 if you want the slime to fade in, then make it 'inactive' in the editor, and then use the function:
 SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);
 
 if you want to fade out black, and then fade in again, then you should use:
 
 FadeOut(0);
 AddTimer("FadeIn_1", 2, "FadeIn_1");
 
 then add another timer
 
 void FadeIn_1(string &in asTimer)
 {
 FadeIn(2);
 }
 
 
 Playing sound effects are pretty easy... You should have tried it before, but here is the script:
 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. Avoids enemies hearing the sound if afFadeTime is at least 0.1f
 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!
 
 
 Also: The shadow sound is called: guardian_activated, guardian_distant, guardian_distant1, guardian_distant2, guardian_distant3,
 
 Trying is the first step to success. |