Knusper. 
 
 
		
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Sounds and monster 
			 
			
				Hey there, 
 
I need help with some sounds and a monster. 
Sounds: 
 
On two parts of my map I need to play a sound. 
First time: 
void Break(string &in asParent, string &in asChild, int alState) 
{ 
        FadeInSound("break_wood_metal2.snt", 0, true); 
	GiveSanityDamage(5.0f, true); 
	SetEntityActive("enemy", true); 
	SetEntityActive("prison_section_3", false); 
	SetEntityActive("prison_section_5", true); 
        AddEnemyPatrolNode("enemy", "PathNodeArea_100", 0.001, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_101", 0.001, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_102", 0.001, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_103", 2, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_104", 0.001, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_105", 0.001, "Idle"); 
	AddEnemyPatrolNode("enemy", "PathNodeArea_106", 0.001, "Idle"); 
}	 
 
I dont know if there I must write something else and not fade in... 
Ingame no sound is coming. 
And here is the problem with the enemy: 
It becomes active, but it dont follows the path nodes. 
 
Same prob. with the sound here: 
 
void killall(string &in asParent, string &in asChild, int alState) 
{ 
	GiveSanityDamage(5.0f, true); 
	FadeInSound("20_event_darkness.snt", 0, true); 
} 
 
I think fade in sound is wrong, but i dont know what to do. 
 
Thx for reading
			 
			
			
 
No one knows, how "I" goes. 
			
				
(This post was last modified: 03-14-2013, 08:49 PM by Knusper..)
 
				
			 
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	| 03-14-2013, 08:49 PM  | 
	
		
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		tonitoni1998 
 
 
		
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RE: Sounds and monster 
			 
			
				I would maybe try PlaySoundAtEntity or set fade in time to 0.001 . Because maybe the fadein needs a fade in time or something.
			 
			
			
 
When you are looking for someone, to do the scripting for your Custom Story, ask me! 
			
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	| 03-14-2013, 09:22 PM  | 
	
		
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		Knusper. 
 
 
		
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RE: Sounds and monster 
			 
			
				thx for answer, but it dont works   
			 
			
			
 
No one knows, how "I" goes. 
			
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	| 03-14-2013, 09:45 PM  | 
	
		
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		NaxEla 
 
 
		
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RE: Sounds and monster 
			 
			
				break_wood_metal2.snt and 20_event_darkness.snt don't actually exist. Both those files have a .ogg extension. And also, as tonitoni1998 said, it's better to use PlaySoundAtEntity for playing sounds. 
So for the sound, you would write:
 PlaySoundAtEntity("", "break_wood_metal.snt", "Player", 0, false); //"Player" is the entity it's played at 
 
 
For the event music, use PlayMusic:
 PlayMusic("20_event_darkness", false, 1, 0, 10, false); 
 
  
			 
			
			
 
			
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	| 03-14-2013, 10:10 PM  | 
	
		
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		Knusper. 
 
 
		
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RE: Sounds and monster 
			 
			
				thx very much. 
the sound event_darkness works now. 
still i dont hear the other one, and the monster isnt following too. 
 
edit: 
ah, i now solved the problem with the monster, it saw me through a wall...
			 
			
			
 
No one knows, how "I" goes. 
			
				
(This post was last modified: 03-14-2013, 10:29 PM by Knusper..)
 
				
			 
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	| 03-14-2013, 10:24 PM  | 
	
		
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		ingedoom 
 
 
		
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RE: Sounds and monster 
			 
			
				 (03-14-2013, 10:24 PM)Knusper. Wrote:  thx very much. 
the sound event_darkness works now. 
still i dont hear the other one, and the monster isnt following too. 
 
edit: 
ah, i now solved the problem with the monster, it saw me through a wall... 
Hi. In the level edit or you can uncheck something at the monster entity so he won't react and start chasing you. So that you can inspect your map without worrying about being murdered....
			  
			
			
 
			
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	| 03-15-2013, 02:38 PM  | 
	
		
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		Knusper. 
 
 
		
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RE: Sounds and monster 
			 
			
				i said the monster problem is solved. 
still the sound dont works
			 
			
			
 
No one knows, how "I" goes. 
			
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	| 03-15-2013, 02:51 PM  | 
	
		
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		Knusper. 
 
 
		
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RE: Sounds and monster 
			 
			
				strangely the monster doesn't work anymore and the sound isn't there, too. 
I tried very much but it don't work.
 
Maybe you could try it, here is the map folder:
 http://speedy.sh/UdJdV/tests.zip
I really can't find the mistake.
 
I need: 
playing the sound at the area it should load and the monster should go like the path nodes show.
			  
			
			
 
No one knows, how "I" goes. 
			
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	| 03-19-2013, 05:03 PM  | 
	
		
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		ingedoom 
 
 
		
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RE: Sounds and monster 
			 
			
				which monster?? there are like 100... 
 
enemy_suitor_5 right?
 
 
I have the answer dude.
 void follow(string &in asParent, string &in asChild, int alState){     SetEntityActive("enemy_suitor_5", true);     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_100", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_101", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_102", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_103", 2, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_104", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_105", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_106", 0.001, "Idle");     AddEnemyPatrolNode("servant_brute_5", "PathNodeArea_110", 0.001, "Idle");} 
 
  
You wrote servant_brute_5. It's the enemy_suitor_5.   
			 
			
			
 
			
				
(This post was last modified: 03-20-2013, 12:54 AM by ingedoom.)
 
				
			 
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	| 03-20-2013, 12:37 AM  | 
	
		
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		Knusper. 
 
 
		
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RE: Sounds and monster 
			 
			
				now it works, thx. 
BUT the sound still doesnt work.
			 
			
			
 
No one knows, how "I" goes. 
			
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	| 03-20-2013, 12:45 PM  | 
	
		
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