bigfoot 
 
 
		
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2 Problems, (Playing a sound and Lightning (spotlight)) [BOTH SOLVED!!] 
			 
			
				Hello, 
I would like to start off that I'm kind off new to the scripting/programming world but I do enjoy it.
 
I have a problem. 
 
I am trying to get familiar with the HPL Engine Tools, 
and I am making a story with which ill learn to use the editor and how to create a good story.. etc.etc.
 
now I made a stairs with a door on the right side and a door on the left side. 
 
The door on the left side is locked but when you interact with it it should also play a sound of Wooden / Metal break ("sounds\break\break_wood_metal1.ogg")
 
but I just cant figure out how to make it work.
 
I followed both the tutorials on the wiki and I really can't figure out how to use it, also I looked into the code of the main story line made by Frictional Games themselfes and I still can't figure it out.
 
So now I tried to just play the sound when the player enters the map / game and I can't get that to work either.
 
so I would really like to see a few more tutorials for me (and probarly others) so we can create a real cool game together.     
And my second problem is I used a spot light. followed the tutorial set everything up like it had to and I can't get that to work either (I didn't script anything for the spotlight. I couldn't find anything that says I have to so maybe that is the problem?
 
Anyway, I'm looking forward to hear from you guys again and thanks in advance!!     
Thanks Frictional Games for this awesome game!!
 
(PS, I don't know if you guys want my code I have right now just let me know ill post it as fast as possible)
 
EDIT1: 
I just launched up my map again and for some reason the light is working right now so. That's solved!!
			  
			
			
			
				
(This post was last modified: 12-23-2010, 11:26 PM by bigfoot.)
 
				
			 
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	| 12-23-2010, 09:59 PM  | 
	
		
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		Dark88 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function; 
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
 
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it.
 
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe. 
 
Hope this helps with your playing sounds issue.   
			 
			
			
			
				
(This post was last modified: 12-23-2010, 10:34 PM by Dark88.)
 
				
			 
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	| 12-23-2010, 10:34 PM  | 
	
		
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		bigfoot 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:34 PM)Dark88 Wrote:  For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function; 
 
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); 
 
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it. 
 
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.  
 
Hope this helps with your playing sounds issue.   
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well. 
I guess ill understand it eventually ^^ Thanks a lot man.!!   
EDIT1: 
Ok I still can't really figure it out hehe. 
Do I need more lines of code for this to work?
 
I just did it like this right now.
 void OnEnter(){ 
PlaySoundAtEntity("sounds\break\break_wood_metal1","break_wood_metal1","FirstLockedDoor",2.0f,false); 
}
  
			 
			
			
			
				
(This post was last modified: 12-23-2010, 10:39 PM by bigfoot.)
 
				
			 
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	| 12-23-2010, 10:35 PM  | 
	
		
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		Dark88 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:35 PM)bigfoot Wrote:   (12-23-2010, 10:34 PM)Dark88 Wrote:  For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function; 
 
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); 
 
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it. 
 
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.  
 
Hope this helps with your playing sounds issue.    
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well. 
I guess ill understand it eventually ^^ Thanks a lot man.!!   
LOL    Basically just put "break_wood_metal" for the soundfile you want played and you should be good to go.
			  
			
			
			
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	| 12-23-2010, 10:38 PM  | 
	
		
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		bigfoot 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:38 PM)Dark88 Wrote:   (12-23-2010, 10:35 PM)bigfoot Wrote:   (12-23-2010, 10:34 PM)Dark88 Wrote:  For the sound issue I had this problem alot until after trial and error I seemed to get it to work using the function; 
 
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); 
 
for string &in asSoundFile I kept using the file name for the .ogg like this "break_wood_metal1.ogg" When really you want to play the .snt file there. In this case you'd put "break_wood_metal" and that's it. 
 
If you only want to play the break_wood_metal1.ogg you can modify the .snt file and create a new one by deleting all the sound entries in the .snt in a text editor and leave only the one you want to play but you'll have to include it in a seperate folder for your release I believe.  
 
Hope this helps with your playing sounds issue.    
Wow, I only understood you till "for string &in asSoundFile" lol :p, ah well. 
I guess ill understand it eventually ^^ Thanks a lot man.!!    
LOL   Basically just put "break_wood_metal" for the soundfile you want played and you should be good to go. 
Hehe (I edited my other post I didn't see your new post hehe)
 
but ontopic.
 
Ok so I just put break_wood_metal instead of my old path?, 
Ok thats easy hehe and stupid lol.
 
anyway, I also actually want to know what all the parameters mean.
 
"PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);"
 
string& asSoundName - What does it do / mean? 
string& asSoundFile - What does this do / mean? 
string& asEntity - And this? 
float afFade.. etc. etc.
 
EDIT2: 
Ok I got the sound working when I just entered the map / level.
 
So how would I make it play when I interact with the door?.
 
"Let me try": 
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare.
 
then script: 
 void FirstLockedDoorScare(){ 
PlaySoundAtEntity(blabla) 
}
 ?? hehe
			  
			
			
			
				
(This post was last modified: 12-23-2010, 10:50 PM by bigfoot.)
 
				
			 
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	| 12-23-2010, 10:43 PM  | 
	
		
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		Dark88 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:43 PM)bigfoot Wrote:  Hehe (I edited my other post I didn't see your new post hehe) 
 
but ontopic. 
 
Ok so I just put break_wood_metal instead of my old path?, 
Ok thats easy hehe and stupid lol. 
 
anyway, I also actually want to know what all the parameters mean. 
 
"PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);" 
 
string& asSoundName - What does it do / mean? 
string& asSoundFile - What does this do / mean? 
string& asEntity - And this? 
float afFade.. etc. etc. 
string& asSoundName - is just the name of the sound in your custom story honestly you could leave it as just "", if you really wanted to.
 
string& asSoundFile - the sound file in this case "break_wood_metal" always the .snt file in the sound folders minus the file extension although it may work with the extension
 
string& asEntity - Where the sound originates for instance if you want it to originate from a door you called for conveniences sake door you'd put "door"
 
float afFadeTime - this I believe its how long you want the sound to take to fade in I usually just leave it as 0
 
bool abSaveSound - I guess it saves it I don't honestly know I just always set it to false
 
In the end you should have a function similar to this
 
"PlaySoundAtEntity("", "break_wood_metal", "door", 0, false);"
			  
			
			
			
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	| 12-23-2010, 10:52 PM  | 
	
		
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		bigfoot 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				Ok thanks man. 
and I don't know if you read my Second edit in my last post. But is there anything else needed to make it work when the player interacts with the door?
			 
			
			
			
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	| 12-23-2010, 10:55 PM  | 
	
		
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		Dark88 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:43 PM)bigfoot Wrote:  "Let me try": 
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare. 
 
then script:  
void FirstLockedDoorScare(){ 
PlaySoundAtEntity(blabla) 
}
  ?? hehe 
That should work you just have to make sure the syntax of the function is correct in this instance  
void FirstLockedDoorScare(string &in asEntity)  
{ 
PlaySoundAtEntity(blabla) 
}
 
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations
			  
			
			
			
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	| 12-23-2010, 10:57 PM  | 
	
		
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		bigfoot 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 10:57 PM)Dark88 Wrote:   (12-23-2010, 10:43 PM)bigfoot Wrote:  "Let me try": 
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare. 
 
then script:  
void FirstLockedDoorScare(){ 
PlaySoundAtEntity(blabla) 
}
  ?? hehe  
That should work you just have to make sure the syntax of the function is correct in this instance  
void FirstLockedDoorScare(string &in asEntity)  
{ 
PlaySoundAtEntity(blabla) 
} 
 
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations 
So I would just replace string &in asEntity (the one in the void FirstLockedDoorScare(this one)) with the door name? and then playsound at entity?
 
Thanks man    you deserve rep!
 
EDIT1: 
Forget what I said it's working. but only if I make it so the callback won't be removed. (It's an option inside the LEVEL EDITOR)
 
But I actually want it to only be able to happen once.  
Is there a special function that would do this? (Maybe to delete the sound of delete the callback?
 
Oh 1 more thing. I read somewhere that there is a function page which shows all the function but I can't find it.
 
Do you maybe know where I could find it?
 
Thanks in advance
			  
			
			
			
				
(This post was last modified: 12-23-2010, 11:08 PM by bigfoot.)
 
				
			 
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	| 12-23-2010, 11:04 PM  | 
	
		
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		Dark88 
 
 
		
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RE: 2 Problems, (Playing a sound and Lightning (spotlight)) Light is SOLVED 
			 
			
				 (12-23-2010, 11:04 PM)bigfoot Wrote:   (12-23-2010, 10:57 PM)Dark88 Wrote:   (12-23-2010, 10:43 PM)bigfoot Wrote:  "Let me try": 
In the level editor at the door set the interact call back option to like : FirstLockedDoorScare. 
 
then script:  
void FirstLockedDoorScare(){ 
PlaySoundAtEntity(blabla) 
}
  ?? hehe  
That should work you just have to make sure the syntax of the function is correct in this instance  
void FirstLockedDoorScare(string &in asEntity)  
{ 
PlaySoundAtEntity(blabla) 
} 
 
also in that instance if you want for the string &in asEntity section of your PlaySoundAtEntity() you can just put asEntity without quotations  
So I would just replace string &in asEntity (the one in the void FirstLockedDoorScare(this one)) with the door name? and then playsound at entity? 
 
Thanks man   you deserve rep! 
You're welcome, bro. I'm just glad I can help a fellow beginner.
 
Anyways, You replace the one in the PlaySoundAtEntity like this
 
PlaySoundAtEntity("", "break_wood_metal", asEntity, 0, false); 
Edit: or this 
PlaySoundAtEntity("", "break_wood_metal", "door", 0, false);
 
the function remains void FirstLockedDoorScare(string &in asEntity)
			  
			
			
			
				
(This post was last modified: 12-23-2010, 11:11 PM by Dark88.)
 
				
			 
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	| 12-23-2010, 11:08 PM  | 
	
		
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