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Full Version: "AddEntityCollideCallback" issue
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Trying to make a sound play as the player touches an entity. Areas don't seem to work so I'm resorting to using a patch-o-blood entity as my trigger.

OnEnter part:
Code:
////////////////////////////
// Run when entering map
void OnEnter()
    {
{
AddEntityCollideCallback("Player" , "blood" , "bloodscare" , true, 0);
}
}

and the voidfunctions:
Code:
////////////////////////////
// Actual functions

void bloodscare(string &in asParent, string &in asChild, int alState)
{
    PlaySoundAtEntity("", "scare_animal_squeal.snt", "Player", 0.0f, false);
    AddDebugMessage("Sound Trigger Activated.", false);
}

I'm not really sure why it doesn't trigger. If someone could alternatively tell me how to make script_area's trigger events that would be nice too. Any help is appreciated.
(12-24-2010, 02:38 AM)Nitrowing Wrote: [ -> ]Trying to make a sound play as the player touches an entity. Areas don't seem to work so I'm resorting to using a patch-o-blood entity as my trigger.

OnEnter part:
Code:
////////////////////////////
// Run when entering map
void OnEnter()
    {
{
AddEntityCollideCallback("Player" , "blood" , "bloodscare" , true, 0);
}
}

and the voidfunctions:
Code:
////////////////////////////
// Actual functions

void bloodscare(string &in asParent, string &in asChild, int alState)
{
    PlaySoundAtEntity("", "scare_animal_squeal.snt", "Player", 0.0f, false);
    AddDebugMessage("Sound Trigger Activated.", false);
}

I'm not really sure why it doesn't trigger. If someone could alternatively tell me how to make script_area's trigger events that would be nice too. Any help is appreciated.

I used you're exact functions the way you have them except using a ScriptArea named "blood" and it worked perfect not sure why it's not working for you.
Awesome! A script_area titled "blood" seems to work now. Thanks!
(12-24-2010, 03:12 AM)Nitrowing Wrote: [ -> ]Awesome! A script_area titled "blood" seems to work now. Thanks!

No problem, bro. Happy Holidays! Big Grin