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Help with "advanced widget script"
Ge15t Offline
Junior Member

Posts: 48
Threads: 8
Joined: Feb 2011
Reputation: 0
#3
RE: Help with "advanced widget script"

Ok so what about
void CreateFootstep(string &in asTimer)
{

    PlaySoundAtEntity([b]"scary"[/b]+asTimer, "scare_wood_creak_mix.snt", "StartFootstepsArea", 0, false);
    if(asTimer == "step2")
  
}

Ok so copy pasted straight from the adv script widgets page,
//make sure asTimer (the name of the timer which calls the CreateFootsteps function) MATCHES the area you want to play the step at. In this case, your areas MUST be named "step1", "step2", etc until you reach "step10", just as the timers are named "step1", "step2", etc. There are only 10 steps, because the for loop stops when s reaches 11.

So for this bit, would I have to create 10 'areas' named step1, step2 etc which the function would call each at 0.8 seconds? And for the bit i put in bold, what is that?? And do I need
if(asTimer == "step2")
?

This is honestly doing my head in lol. and steam isnt working atm so i cant test it out, but want to get it right.
05-08-2011, 06:41 AM
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Messages In This Thread
Help with "advanced widget script" - by Ge15t - 05-07-2011, 03:19 PM
RE: Help with "advanced widget script" - by Apjjm - 05-07-2011, 05:26 PM
RE: Help with "advanced widget script" - by Ge15t - 05-08-2011, 06:41 AM
RE: Help with "advanced widget script" - by Apjjm - 05-08-2011, 02:32 PM



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