Here please look at the code, it still isn't working...
Code:
void OnStart(){ AddEntityCollideCallback("Player", "Light_Out", "LampsOff_func", true, 1); AddEntityCollideCallback("Player", "Shut1", "CloseDoors", true, 1);}
void OnEnter(){}
void OnLeave(){}
void LampsOff_func(string &in asParent, string &in asChild, int alState){ if (asChild == "Light_Out") { SetLampLit("candlestick_wall_1", false, true); SetLampLit("candlestick_wall_2", false, true); SetLampLit("candlestick_wall_3", false, true); SetLampLit("candlestick_wall_4", false, true); SetLampLit("candlestick_wall_5", false, true); SetLampLit("candlestick_wall_6", false, true); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_1", 0, false); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_2", 0, false); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_3", 0, false); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_4", 0, false); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_5", 0, false); PlaySoundAtEntity("", "general_wind_whirl.snt", "candlestick_wall_6", 0, false); }}
void CloseDoors(string &in asParent, bool abChild, int alState){ SetSwingDoorClosed("castle_1", true, true); SetSwingDoorLocked("castle_1", true, true); PlaySoundAtEntity("", "general_wind_whirl.snt", "castle_1", 0, false);}