xtron 
 
 
		
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Stop music 
			 
			
				What's the code, when the player reaches a specific area the music stops. 
I can't get the:
 void StopMusic(float afFadeTime, int alPrio);
 To work... :/
 
EDIT: This doesn't seems to work :O. any ideas?
 void func_piano1_disapear(string &in asEntity, int alState) 
{ 
StartPlayerLookAt("piano1_disapear", 10, 50, ""); 
AddTimer("", 0.5f, "TimerDestroyPiano1"); 
} 
 
void TimerDestoryPiano1(string &in asTimer) 
{ 
SetPropHealth("piano1_disapear", -100); 
PlayMusic("05_event_steps.ogg", false, 80, 0, 10, false);  
GiveSanityDamage(4.0f, true); 
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); 
AddTimer("", 1.0f, "TimerStopLook1"); 
} 
 
void TimerStopLook1(string &in asTimer) 
{ 
StopPlayerLookAt(); 
}
  
			 
			
			
 
 Dubstep <3 
			
				
(This post was last modified: 06-06-2011, 11:49 AM by xtron.)
 
				
			 
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	| 06-06-2011, 11:43 AM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: Stop music 
			 
			
				alPrio should be same.
			 
			
			
 
			
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	| 06-06-2011, 11:52 AM  | 
	
		
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		xtron 
 
 
		
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RE: Stop music 
			 
			
				 (06-06-2011, 11:52 AM)Tanshaydar Wrote:  alPrio should be same. 
"should be same", what do you mean, should it stay like "int alPrio"?
			  
			
			
 
 Dubstep <3 
			
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	| 06-06-2011, 11:53 AM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: Stop music 
			 
			
				You wrote: 
PlayMusic("05_event_steps.ogg", false, 80, 0, 10, false); 
Here, alPrio is 10. 
When you use StopMusic, you should write like this: 
StopMusic( 0, 10);
			 
			
			
 
			
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	| 06-06-2011, 12:04 PM  | 
	
		
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		xtron 
 
 
		
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RE: Stop music 
			 
			
				Ok thanks ^^. 
 
Btw, can you check why my second script aint working?. 
 
I edited my first post.
			 
			
			
 
 Dubstep <3 
			
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	| 06-06-2011, 12:06 PM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: Stop music 
			 
			
				TimerDestroyPiano1 
TimerDestoryPiano1 
 
Function and timer names are not same. Destroy - Destory
			 
			
			
 
			
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	| 06-06-2011, 12:14 PM  | 
	
		
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		xtron 
 
 
		
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RE: Stop music 
			 
			
				 (06-06-2011, 12:14 PM)Tanshaydar Wrote:  TimerDestroyPiano1 
TimerDestoryPiano1 
 
Function and timer names are not same. Destroy - Destory 
Oh. I'm so stupid xD
 
Thanks ! <3 
 
It doesn't work...is the  function right? the "(string &in asEntity, int alState)"
 
EDIT!: I got it working (solution: (string &in asParent, string &in asChild, int alState) as function)
 
But now when I enter the script the piano doesn't explode :S.
 SetPropHealth("piano1", -100);
  
			 
			
			
 
 Dubstep <3 
			
				
(This post was last modified: 06-06-2011, 12:50 PM by xtron.)
 
				
			 
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	| 06-06-2011, 12:24 PM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: Stop music 
			 
			
				void func_piano1_disapear(string &in asEntity, int alState) 
 
I don't know where or why you call it. This phrase: "(string &in asEntity, int alState)" is used for state changes, like wheels or levers.
			 
			
			
 
			
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	| 06-06-2011, 12:49 PM  | 
	
		
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		xtron 
 
 
		
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RE: Stop music 
			 
			
				Oh thanks. 
 
asEntity is the if there's an entity involved? 
and what is "string &in asParent, string &in asChild"?
			 
			
			
 
 Dubstep <3 
			
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	| 06-06-2011, 12:53 PM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: Stop music 
			 
			
				"string &in asParent, string &in asChild, int alState" is for collide callbacks. Parent is the entity to collide, like player or a grunt; Child is entity or area or whatever to be collided. State, 1 for entering -1 for exiting.
			 
			
			
 
			
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	| 06-06-2011, 01:03 PM  | 
	
		
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