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keep monster from despawining
Vale Offline
Member

Posts: 92
Threads: 13
Joined: Mar 2014
Reputation: 7
#4
RE: keep monster from despawining

ok, so your entity collide callback is a bit off in order
AddEntityCollideCallback("Player" , "Area Name", "Function", true, 1); //just so ya know, true means it removes callback after. Helpful to know.

void breaknoise(string &in asParent, string &in asChild, int alState)//change this line to this, the callback runs this func if im correct. The name should be the function name (which for yours was doorbreak, i think)

{
PlaySoundAtEntity("playbreaksound", "15_ripp_door.snt", "prison_unhinged_hinges_1", 1.0f, false); //this line looks fine
}

so you named it wrong. You copied it from engine scripts document i presume? That just gave info about how to run the command in code, not necessarily what it needs.

also, first quoted area in PlaySoundAtEntity is for naming the sound, and that may have problems with the fact theres a script area with same name
(This post was last modified: 04-14-2014, 03:28 AM by Vale.)
04-14-2014, 03:24 AM
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Messages In This Thread
keep monster from despawining - by lothabread - 04-14-2014, 02:42 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:10 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:16 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:24 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:30 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:35 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 04:28 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 04:31 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:23 AM
RE: keep monster from despawining - by Romulator - 04-14-2014, 05:45 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:43 PM



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