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How Do I trigger a sound file at a specific area?
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kartanonperuna Offline
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Posts: 755
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Post: #1
How Do I trigger a sound file at a specific area?

So I want it to be like:The player walks into this area,and theres a guy who starts talking.Now how do I do this?
01-09-2012 07:17 AM
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flamez3 Offline
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Posts: 1,283
Joined: Apr 2011
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Post: #2
RE: How Do I trigger a sound file at a specific area?

Quote:void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Sound", true, 1;
}

void Sound(sting &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
}
Please, head over here: http://wiki.frictionalgames.com/hpl2/amn...ons#player

It will tell you what you how and what you need to do what you want. Research is key.

(This post was last modified: 01-09-2012 07:23 AM by flamez3.)
01-09-2012 07:19 AM
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BlueFury Offline
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Posts: 470
Joined: May 2011
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Post: #3
RE: How Do I trigger a sound file at a specific area?

These scripts can be easily made with the wiki.
Please stop making threads

Sticks and stones may break our bones, but words will break our hearts. – Robert Fulghum
01-09-2012 09:55 AM
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