Ge15t
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Question about script for sound and forced look
This was in the recollection thread:
Code:
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
-Where string& asSoundName is name of a sound.(Can be left blank, unless you want it to loop, and later stop.
-string& asSoundFile is sound file; the file you want to be played.
-string& asEntity is entity you want it to be played.(For example "player" makes it play at player, but if you want the sound to be heard from elsewhere; let's say a piano called "piano1", you put that("piano1") there.
-float afFadeTime is time it should fade, for example 1.0f would put 1 second fade time.
-bool abSaveSound. I am not sure what this is Just set it to false.
And you can stop it by using:
Code:
StopSound(string& asSoundName, float afFadeTime);
-Where string& asSoundName is name of a sound(see above.)
-float afFadeTime; fade time, see above.
But how would I actually input this into my script? ATM im putting it in as this : PlaySoundAtEntity(ramble, CH01_DanielRamble_01, door_1, 0, false);
I know this isnt correct, but I followed the above instructions and tried different variations to this, but the game doesnt even start, just comes up with a fatal error. Can someone help a noob please? lol
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02-18-2011, 08:59 AM |
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jens
Frictional Games
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RE: Question about script for sound and forced look
You have to put strings (text) in "" so
PlaySoundAtEntity("ramble", "CH01_DanielRamble_01", "door_1", 0, false);
As it says on the wiki and a ton of other places, get some basic understanding of scripting/programming before trying to script with the game. I suggest googeling javascript tutorials, to get an easy way of reading and testing out a typical script language.
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02-18-2011, 09:24 AM |
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Vradcly
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RE: Question about script for sound and forced look
PlaySoundAtEntity("ramble", "CH01_DanielRamble_01.ogg", "door_1", 0.0f, false);
this if the correct way (except some sounds can have more complicated pathways and in some cases there is a difference in .snt and .ogg files, I havent identified the pattern though..) So if this does not work try another sound file just to make sure that is not the error .
Its always "text" in this kind of script things and the numbers 0.0f is usually a float variable (meaning its best to give it one decimal and the letter f after).
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02-18-2011, 09:28 AM |
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Ge15t
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RE: Question about script for sound and forced look
Sorry I should have been more specific (need coffee).
I do understand scripting to some degree, I understand what it all means, just trying to get my head around the 'functionnamehere' part of it. Basically what I want to happen, is that when I attempt to open the locked door, it will play the CH01_DanielRamble_01. How would I set this one out? If i can nail this, i should be set for most other script functions lol.
So, is there a giant list of all functions? eg. "PlaySoundAtEntity"?
Thanks for the help
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02-18-2011, 09:43 AM |
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Selyp
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RE: Question about script for sound and forced look
(02-18-2011, 09:43 AM)Ge15t Wrote: So, is there a giant list of all functions? eg. "PlaySoundAtEntity"?
Thanks for the help
Giant list of functions located here. http://wiki.frictionalgames.com/hpl2/amn..._functions
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02-18-2011, 10:35 AM |
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Ge15t
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RE: Question about script for sound and forced look
(02-18-2011, 10:35 AM)Selyp Wrote: (02-18-2011, 09:43 AM)Ge15t Wrote: So, is there a giant list of all functions? eg. "PlaySoundAtEntity"?
Thanks for the help
Giant list of functions located here. http://wiki.frictionalgames.com/hpl2/amn..._functions
OK thanks heaps for that, after looking through that list, I still cant quite get what I want to happen (attempt to open locked door resulting in playing of sound file). Sorry for the annoying questions
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02-19-2011, 02:12 AM |
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Vradcly
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RE: Question about script for sound and forced look
if it is a leveldoor you can attach a locked sound in properties of the door, but i guess its a swingdoor so ill have to return when i have more to say...
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02-19-2011, 02:42 PM |
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