(05-02-2011, 03:07 PM)Roenlond Wrote:  Just change the place that StopMusic is in, place it under the area collide function.
It already is this is the script 
     void OnStart()
     {
	 AddTimer("", 100.0, "SpawnMrFace");
	 SetEntityPlayerInteractCallback("castle_1", "Barricaded", true);
	 AddQuest("FirstQuest", "QuestOne");
	 SetDeathHint("DeathHints", "DeathHint01");
	 wakeUp();
     AddTimer("", 4.0, "SwapSound");
	 AddTimer("", 5.0, "WakeUpStart");
	 AddEntityCollideCallback("Player", "ScriptArea_1", "ClosingIn", true, 1);
     }
	
	 void wakeUp () 
	 {
	 PlayGuiSound("explosion_rock_large.snt", 100.0);
	 FadeOut(0);     // Instantly fades the screen out. (Good for starting the game)
	 SetPlayerActive(false);
	 SetMessage("Messages", "OpeningText", 7.0);
 }
 
void beginStory(string &in asTimer){
     ChangePlayerStateToNormal();
     SetPlayerActive(true);
     FadePlayerRollTo(0, 33, 33);        // Change all settings to defaults
     FadeRadialBlurTo(0.0, 1);
     FadeSepiaColorTo(0, 4);
     SetPlayerCrouching(false);
     FadeImageTrailTo(0,1);
	 AddTimer("", 100.0, "SpawnMrFace");
     }
 
     void SwapSound(string &in asTimer)
	 {
	 PlayGuiSound("player_bodyfall.snt", 100.0);
	 AddTimer("", 5.0, "WakeUpStart");
	 }
	 
	 void WakeUpStart(string &in asTimer)
	 {
	 StopMusic(3.5, 1);
	 PlayMusic("Resident Evil 3 - Nightmare Theme_Resident Evil 3 OST - The Beginning of Nightmare.ogg", true, 100.0, 0.0, 10, true);
	 SetEntityActive("Servant_grunt_1", true);
	 SetEntityActive("servant_grunt_2", true);
	 FadeOut(0);     // Instantly fades the screen out. (Good for starting the game)
     FadeIn(20);      // Amount of seconds the fade in takes
     FadeImageTrailTo(2, 2);
     FadeSepiaColorTo(100, 4);
     SetPlayerActive(false);    
     FadePlayerRollTo(50, 220, 220);                 // "Tilts" the players head
     FadeRadialBlurTo(0.15, 2);
     SetPlayerCrouching(true);              // Simulates being on the ground
     AddTimer("trig1", 11.0f, "beginStory");            // Change '11.0f' to however long you want the 'unconciousness' to last
	 }
	 
	 void Barricaded(string &in entity)
	 {
	 SetMessage("LockedDoors", "BarricadedDoor", 5.0);
	 }
	 
	 void SpawnMrFace(string &in asTimer)
	 {
	 SetEntityActive("Servant_Grunt_3", true);	
	 AddEnemyPatrolNode("Servant_grunt_3", "FirstNode", 10.0, "Walk");
	 }
	 
	 void ClosingIn(string &in asParent, string &in asChild, int alState)
	 {
	 StopMusic(3.5, 10);	
	 SetDeathHint("DeathHints", "DeathHint02");
	 SetEntityActive("Servant_grunt_4", true);
	 SetEntityActive("Servant_grunt_5", true);
	 }
     //===========================================
     // This runs when the player enters the map
     void OnEnter()
     {
     }
     //===========================================
     // This runs when the player leaves the map
     void OnLeave()
     {
     }