(03-02-2011 09:45 PM)Nye Wrote:
(03-02-2011 09:37 PM)Samuelblitz Wrote:
(03-02-2011 08:17 AM)Russ Money Wrote:
Quote:enabled.snt is one of the grunt's sound files and i tried the fade at 0.0f but still no sound in-game,
just out of curiosity, is this a common problem? or is it just my game specifically?
Most likely just a coding or some small detail we're overlooking. Just for testing sake, try this instead.
PlaySoundAtEntity("", "enabled.snt", "Player", 0.0f, false);
It'll play directly on the player, letting them hear it regardless. If it doesn't play, it's .snt file. Which alternatively, you can try a different .snt and test that.
Ahh, that worked perfectly! Thank you very much.
However are there any disadvantages to playing the sound directly from "Player"? Because i was planning to have quite a few triggered sounds and i might end up having to use this method for all of them.
The issue here, which I found out the hard way, you CANNOT play sounds from entities. As silly as it sounds, there are a few exceptions, like the player. And don't stick to the partial solution, since you might as well play a GuiSound if you want to play a sound from the player.
The solution is to create a script area and play the sound from that script area.
Really? That sounds perfect, thanks for your help too Nye, i'll reply again if there are any more problems
i actually have a few more questions about editing that i would be grateful for your help on, and i don't think i want to spam this board with more help threads:
- I'm trying to set it so when i interact with a locked door WITHOUT the key in my inventory, text will appear on screen telling me that i need to find the key. However i also want a quest to be added at the same time.
The problems i'm having are that no text pops up in-game, BUT it does show the little memento icon in the corner, however when i check that quest, the the text just says " - " like it's missing text...
this is my .hps:
"void TouchLockedDoor(string &in asEntity)
if(HasItem("Storage_Room_Key")) SetMessage("Hints", "HaveKeyLockedDoor1", 6.0f);
else AddQuest("Quests", "QuestLockedDoor1");
SetMessage("Hints", "LockedDoor1", 6.0f);
and this is my extra_english.lang:
<Entry Name="LockedDoor1"> The door is locked sturdily.</Entry>
<Entry Name="LockedCrowBarDoor1"> The door is locked with an old, weak lock.</Entry>
<Entry Name="HaveKeyLockedDoor1"> You need to use the key on the door to unlock it.</Entry>
<Entry Name="HaveCrowBarCrowBarDoor1"> You need to use the crowbar on the door to break the lock.<Entry>
<Entry Name="QuestLockedDoor1"> I need to find the key for the Storage Door.</Entry>
<Entry Name="QuestCrowBarDoor1"> I need to find a way to break the lock.</Entry>
in-case your wondering, the "HaveKeyLockedDoor1" should just display a message telling you that you need to drag the key to the door.
thanks for your help!