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Checkpoints
Stepper321 Offline
Senior Member

Posts: 263
Threads: 26
Joined: Nov 2011
Reputation: 8
#2
RE: Checkpoints and ambient sounds

I only know the ambience sound thing.

Use this when he enters a script area:


Quote:void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);


Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds!



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(This post was last modified: 03-04-2012, 05:30 PM by Stepper321.)
03-04-2012, 05:29 PM
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Messages In This Thread
Checkpoints - by Datguy5 - 03-04-2012, 05:11 PM
RE: Checkpoints and ambient sounds - by Stepper321 - 03-04-2012, 05:29 PM
RE: Checkpoints and ambient sounds - by Datguy5 - 03-04-2012, 05:52 PM
RE: Checkpoints and ambient sounds - by Datguy5 - 03-05-2012, 02:44 PM
RE: Checkpoints and ambient sounds - by trollox - 03-05-2012, 02:55 PM
RE: Checkpoints and ambient sounds - by Datguy5 - 03-05-2012, 03:05 PM
RE: Checkpoints and ambient sounds - by trollox - 03-05-2012, 03:31 PM
RE: Checkpoints and ambient sounds - by Datguy5 - 03-05-2012, 03:40 PM
RE: Checkpoints - by Your Computer - 03-05-2012, 06:06 PM
RE: Checkpoints - by Datguy5 - 03-05-2012, 06:10 PM
RE: Checkpoints - by Your Computer - 03-05-2012, 06:17 PM
RE: Checkpoints - by Datguy5 - 03-05-2012, 06:24 PM
RE: Checkpoints - by Stepper321 - 03-05-2012, 06:34 PM
RE: Checkpoints - by Datguy5 - 03-05-2012, 06:38 PM



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