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How do I make timers trigger when I enter a specific area?
Mackiiboy Offline

Posts: 101
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Joined: Jan 2012
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RE: How to trigger one thing after another

(07-21-2012, 11:18 PM)HeadyBoy Wrote: I am looking for tutorials on how make timers. Could somebody give me a basic script for when a player enters an area that triggers a timer that plays a sound?

Pretty please<3
Check the Engine Script page and you will learn how to do it. I have written down everything you will need, below:

void OnStart()
    AddEntityCollideCallback("Player", "NameOfYourArea", "TriggerFunc", true, 1);

void TriggerFunc(string &in asParent, string &in asChild, int alState)
    AddTimer("", 3.0f, "SoundTimer");

void SoundTimer(string &in asTimer)
    PlaySoundAtEntity("", "NameOfYourSoundFile.snt", "NameOfTheEntityToCreateTheSoundAt", 0, false);

////// From the Engine Scripts:

void AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);

Calls a function when two entites collide.
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)

alState: 1 = enter, -1 = leave
asParentName - internal name of main object
asChildName - internal name of object that collides with main object (asterix (*) NOT supported!)
asFunction - function to call
abDeleteOnCollide - determines whether the callback after it was called
alStates - 1 = only enter, -1 = only leave, 0 = both

void AddTimer(string& asName, float afTime, string& asFunction);

Creates a timer which calls a function when it expires.
Callback syntax: void MyFunc(string &in asTimer)

asName - the name of the timer
afTime - time in seconds
asFunction - the function to call

void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);

Creates a sound on an entity.

asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its
state. If true, the sound is never attached to the entity! Also note
that saving should on be used on looping sounds!
07-22-2012, 02:43 AM
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RE: How to trigger one thing after another - by Mackiiboy - 07-22-2012, 02:43 AM

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