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Hi guys.

Can anyone explain me WHY THIS FUCKING SCRIPT WON'T WORK?
The map loads, and everything works fine except PlaySound, the entity
"reka" is working fine in this script, so I think I fucked up something with the PlaySoundAtEntity...
Can anyone help me? ;/

void HandScare(string &in AsItem, string &in asEntity)
{
SetEntityActive("reka", true);
PlaySoundAtEntity("", "break_wood1.snt", "ScriptArea_6", 0.0, false);
}
Code:
PlaySoundAtEntity("", "break_wood.snt", "ScriptArea_6", 0, false);

Should be good. Here's an explanation.

Why does it say break_wood.snt instead of break_wood1.snt? It's because everything that has a number in front of anything (like break_wood1 / break_wood2. If it's _* (*number), then it's okay, don't need to delete it to use in script.) is connected to the original .snt (like break_wood1 belongs to break_wood etc.)
(07-06-2013, 02:03 PM)JustAnotherPlayer Wrote: [ -> ]
Code:
PlaySoundAtEntity("", "break_wood.snt", "ScriptArea_6", 0, false);

Should be good. Here's an explanation.

Why does it say break_wood.snt instead of break_wood1.snt? It's because everything that has a number in front of anything (like break_wood1 / break_wood2. If it's _* (*number), then it's okay, don't need to delete it to use in script.) is connected to the original .snt (like break_wood1 belongs to break_wood etc.)

Em, So how should it look like?
Anyway thanks for help, but can you post how it must look like?
(07-06-2013, 02:05 PM)lazz3r Wrote: [ -> ]
(07-06-2013, 02:03 PM)JustAnotherPlayer Wrote: [ -> ]
Code:
PlaySoundAtEntity("", "break_wood.snt", "ScriptArea_6", 0, false);

Should be good. Here's an explanation.

Why does it say break_wood.snt instead of break_wood1.snt? It's because everything that has a number in front of anything (like break_wood1 / break_wood2. If it's _* (*number), then it's okay, don't need to delete it to use in script.) is connected to the original .snt (like break_wood1 belongs to break_wood etc.)

Em, So how should it look like?
Anyway thanks for help, but can you post how it must look like?

Um, isn't there a code in my post?
(07-06-2013, 02:07 PM)JustAnotherPlayer Wrote: [ -> ]
(07-06-2013, 02:05 PM)lazz3r Wrote: [ -> ]
(07-06-2013, 02:03 PM)JustAnotherPlayer Wrote: [ -> ]
Code:
PlaySoundAtEntity("", "break_wood.snt", "ScriptArea_6", 0, false);

Should be good. Here's an explanation.

Why does it say break_wood.snt instead of break_wood1.snt? It's because everything that has a number in front of anything (like break_wood1 / break_wood2. If it's _* (*number), then it's okay, don't need to delete it to use in script.) is connected to the original .snt (like break_wood1 belongs to break_wood etc.)

Em, So how should it look like?
Anyway thanks for help, but can you post how it must look like?

Um, isn't there a code in my post?

Huh, i'm such a dumb. Anyway thanks for help Big Grin

EDIT: It still won't work...
(07-06-2013, 02:11 PM)lazz3r Wrote: [ -> ]
(07-06-2013, 02:07 PM)JustAnotherPlayer Wrote: [ -> ]
(07-06-2013, 02:05 PM)lazz3r Wrote: [ -> ]
(07-06-2013, 02:03 PM)JustAnotherPlayer Wrote: [ -> ]
Code:
PlaySoundAtEntity("", "break_wood.snt", "ScriptArea_6", 0, false);

Should be good. Here's an explanation.

Why does it say break_wood.snt instead of break_wood1.snt? It's because everything that has a number in front of anything (like break_wood1 / break_wood2. If it's _* (*number), then it's okay, don't need to delete it to use in script.) is connected to the original .snt (like break_wood1 belongs to break_wood etc.)

Em, So how should it look like?
Anyway thanks for help, but can you post how it must look like?

Um, isn't there a code in my post?

Huh, i'm such a dumb. Anyway thanks for help Big Grin

EDIT: It still won't work...

Maybe you name it wrong?