Okey...
So when i enter an area i want music to start playing the player to look back and then after like 6 - 10 secound (dont know when the drop in the song are) then i want the player to see a monster punching the closed door and music still playing and full controll over player... Can somebody give me a script example?
An example? Sure.
void OnStart() {
AddEntityCollideCallback("Player", "CollisionArea", "MusicPunch", true, 1);
}
void MusicPunch(string &in asParent, string &in asChild, int alState) {
PlayMusic("MUSIC.ogg", false, .8f, 2, 2, false);
AddTimer("", 6, "PunchyLook");
StartPlayerLookAt("AREATOLOOKAT", 1, 1, "");
}
void PunchyLook(string &in asTimer) {
//Add Patrol Nodes For Baddie Here
SetEntityActive("MONSTERMAN", true);
StopPlayerLookAt();
}
Note- didn't test this yet so they may or may not be typos.
Please change this forum to solved... so that people that wanted to help you in the first place dont have to waste there time... like I just did...
(01-17-2012, 08:50 PM)ZyLogicX Wrote: [ -> ]Please change this forum to solved... so that people that wanted to help you in the first place dont have to waste there time... like I just did...
Its not reeeealy solved... I need the monster music to stop for just this one! xD
(01-17-2012, 09:20 PM)LocalParty Wrote: [ -> ] (01-17-2012, 08:50 PM)ZyLogicX Wrote: [ -> ]Please change this forum to solved... so that people that wanted to help you in the first place dont have to waste there time... like I just did...
Its not reeeealy solved... I need the monster music to stop for just this one! xD
When do you want the music to stop?
When the monster hits the door or later on?
either way you use the StopMusic(); script
It is the loud "REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE" noise when he is going after the player that you want to stop ? Or is the monster music still playing?