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Cant have PlaySoundAtEntity with SetSwingDoorClosed?
Ge15t Offline
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Posts: 48
Threads: 8
Joined: Feb 2011
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#11
RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed?

(05-05-2011, 09:21 AM)ricky horror Wrote:
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("StartDoor2", false, true);
    PlaySoundAtEntity("", "unlock_door", "StartDoor2", 0, false);

this is actual scripting from the conversion i'm working on
works fine for me

make sure that the third thing typed in (the one next to "unlock_door") is the actual name of the door

other than that, i have no idea why it's not working :/

Yeah see that works for the door unlock noise, thats no problem, its just the door slam noise thats supposed to accompany it.

I even made a separate area with a different sound:

void CollideRoomTwoWind(string &in asParent, string &in asChild, int alState)
{

    PlaySoundAtEntity("", "general_wind_whirl.snt", "mansion_1", 0, false);
    
}

And this STILL doesnt work. Is there any config file that points to where the sound files are supposed to be located so I can check if thats the problem?

EDIT: Yeah i tried that one as well, thats what the code originally looked like
(This post was last modified: 05-05-2011, 09:30 AM by Ge15t.)
05-05-2011, 09:28 AM
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RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - by Ge15t - 05-05-2011, 09:28 AM



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