TheGreatCthulhu
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RE: Scripting an on/off radio
(05-04-2013, 08:36 PM)Mr Credits Wrote: Wouldn't it also be necessary to increment/decrement the Radio variable in the case that the radio sound was to be toggled? Unless I had misinterpreted and this is not what the OP specified.
Yyy, you're right
In the case of the code above, it would be:
if(GetLocalVarInt("Radio") == 0) // 0 means "currently off" - so turn it on { PlaySoundAtEntity("id.sound.radio", "radio.snt", "radioarea", 0.0, false); // 0.0 - fade in time SetLocalVarInt("Radio", 1); // set it to "currently on" } else // local var "Radio" is 1, that is: "currently on" - so turn it off { StopSound("id.sound.radio", 0.5f); //Change 0.5f to how long you want the sound to fade out. SetLocalVarInt("Radio", 0); // set it to "currently off" }
Also, the way the code is setup, it should start with:
void OnStart() { SetLocalVarInt("Radio", 0); // 0 instead of 1 // etc...
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05-04-2013, 10:11 PM |
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Daemian
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RE: Scripting an on/off radio
(05-04-2013, 11:37 AM)TheGreatCthulhu Wrote: there's really no way for the script to detect a click on an inventory item. So, I guess you'd have to work something out using those. That's what i didn't want to hear.
I just wanted the player to use the cellphone to stop the music.
I'm not giving up, i'm having it done somehow. hehe.
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05-04-2013, 10:56 PM |
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Kalidus
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RE: Scripting an on/off radio
(05-04-2013, 10:11 PM)TheGreatCthulhu Wrote: (05-04-2013, 08:36 PM)Mr Credits Wrote: Wouldn't it also be necessary to increment/decrement the Radio variable in the case that the radio sound was to be toggled? Unless I had misinterpreted and this is not what the OP specified.
Yyy, you're right
In the case of the code above, it would be:
if(GetLocalVarInt("Radio") == 0) // 0 means "currently off" - so turn it on { PlaySoundAtEntity("id.sound.radio", "radio.snt", "radioarea", 0.0, false); // 0.0 - fade in time SetLocalVarInt("Radio", 1); // set it to "currently on" } else // local var "Radio" is 1, that is: "currently on" - so turn it off { StopSound("id.sound.radio", 0.5f); //Change 0.5f to how long you want the sound to fade out. SetLocalVarInt("Radio", 0); // set it to "currently off" }
Also, the way the code is setup, it should start with:
void OnStart() { SetLocalVarInt("Radio", 0); // 0 instead of 1 // etc...
Awesome, that last code did the trick and it now works as intended!
Thanks a lot guys, you will get a place in the credits at the end of my mod.
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05-04-2013, 10:57 PM |
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TheGreatCthulhu
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RE: Scripting an on/off radio
@Amn: You know what you could try? You could create one huge script area that encompasses entire level, and then add a use item callback on that - if it's possible to do when you're standing inside the script area itself (didn't test). The player experience would be: use the cellphone to interact with "the air". If it's possible, than it would work out rather nicely, for what you want to do, I think.
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05-04-2013, 11:59 PM |
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Daemian
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RE: Scripting an on/off radio
(05-04-2013, 11:59 PM)TheGreatCthulhu Wrote: @Amn: You know what you could try? You could create one huge script area that encompasses entire level, and then add a use item callback on that - if it's possible to do when you're standing inside the script area itself (didn't test). The player experience would be: use the cellphone to interact with "the air". If it's possible, than it would work out rather nicely, for what you want to do, I think.
Good idea. But even if that worked, how could the player still interact with other things having that permanent area around?
I'll test it out in a sec.
edit2: didn't work very well. You can use the item "with the air" but in this area you can't pick up items or interact with things. So, not good. But i won't give up.
(This post was last modified: 05-05-2013, 05:53 AM by Daemian.)
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05-05-2013, 05:10 AM |
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