(10-21-2012, 05:51 PM)naseem142 Wrote: [ -> ]Inside the .snt file you can choose how loud is the sound with volume.
Is there a max number or something like that?
Never tested that, but I think there definitely is one. You can't just place a sound to play on volume 100, expecting it to be loud, even on 1% volume on your PC.
In other words, there should be. 1 is the number that I recommend. If you want to amplify a sound, duplicate the script that'll play the sound (except the other script functions, if there are any).
I would guess 10 is the loudest
(10-23-2012, 06:35 PM)beecake Wrote: [ -> ]I would guess 10 is the loudest
It could be. You can always go louder, as the post above you stated.
How do i add mementos when touching a script area?
Mementos can be added anytime with this:
AddQuest(string& asName, string& asNameAndTextEntry);
It does not HAVE to be a script area. Stuff it in wherever you want the quest to be added.
(10-25-2012, 09:53 AM)Kreekakon Wrote: [ -> ]Mementos can be added anytime with this:
AddQuest(string& asName, string& asNameAndTextEntry);
It does not HAVE to be a script area. Stuff it in wherever you want the quest to be added.
I know it dos not have to be a script area
But thanks for helping
EDIT: Wait ,
string& asNameAndTextEntry is the entry name in lang file? and what is the name of the category i should put in extra_lang?
oh and i want to know the function that makes entities disappear dramatically , like when it happened in the original amnesia where you use the acid to melt the shadow to pass.
Thank you
(10-25-2012, 09:54 AM)naseem142 Wrote: [ -> ] (10-25-2012, 09:53 AM)Kreekakon Wrote: [ -> ]Mementos can be added anytime with this:
AddQuest(string& asName, string& asNameAndTextEntry);
It does not HAVE to be a script area. Stuff it in wherever you want the quest to be added.
I know it dos not have to be a script area
But thanks for helping
EDIT: Wait , string& asNameAndTextEntry is the entry name in lang file? and what is the name of the category i should put in extra_lang?
oh and i want to know the function that makes entities disappear dramatically , like when it happened in the original amnesia where you use the acid to melt the shadow to pass.
Thank you
For making entities dissapear like wih acid, do this:
SetPropActiveAndFade("Nameofentity", false, 3);
Is this is how to add mementos?
.hps file:
void OnStart()
{
AddEntityCollideCallback("Player", "Quest1", "Quest_func_1", true, 1);
}
void Quest_func_1(string &in asItem, string &in asEntity)
{
AddQuest("Quest1" , "Quest_1");
}
extra_lang file:
<CATEGORY Name="Quest">
<Entry Name="Quest_1_Text">The memento text in here</Entry>
</CATEGORY>
(10-26-2012, 11:34 AM)naseem142 Wrote: [ -> ]Is this is how to add mementos?
.hps file:
void OnStart()
{
AddEntityCollideCallback("Player", "Quest1", "Quest_func_1", true, 1);
}
void Quest_func_1(string &in asItem, string &in asEntity)
{
AddQuest("Quest1" , "Quest_1");
}
extra_lang file:
<CATEGORY Name="Quest">
<Entry Name="Quest_1_Text">The memento text in here</Entry>
</CATEGORY>
Wrong syntax:
void OnStart()
{
AddEntityCollideCallback("Player", "Quest1", "Quest_func_1", true, 1);
}
void Quest_func_1
(string &in asParent, string &in asChild, int alState)
{
AddQuest("Quest1" , "Quest_1");
}
Plus:
<CATEGORY Name=
"Journal">
<Entry Name="Quest_1_Text">The memento text in here</Entry>
<Entry Name="Note_1_Name">A NOTE</Entry>
<Entry Name="Note_1_Text">This is a note. If you can see the text in it, it means the .lang file is working.</Entry>
</CATEGORY>