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Insanity sound
Darkfire Offline
Senior Member

Posts: 371
Threads: 22
Joined: May 2014
Reputation: 15
#2
RE: Insanity sound

Why would you want to remove that sound ?

You have to delete AreaTerror arreaS, because there are a few of them, one for each room. In case the game crashes after that, you'd have to remove some script. I still can't understand why you want to do it 0_o

How it works: There's an area. In the "On start" section of the map's script there's an AddEntityCollideCallback func. This means that now when you enter(alState = 1), leave (alState = -1) or both (alState = 0) a function is executed. This func (search for CollideTerrorArea to see this function) starts the sound if you enter (if alState = 1) or stops it when you leave (it's the part after "else").

Look all functions here

https://wiki.frictionalgames.com/doku.ph..._functions

04-02-2015, 05:55 PM
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Messages In This Thread
Insanity sound - by Lars - 04-02-2015, 04:19 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 05:55 PM
RE: Insanity sound - by Lars - 04-02-2015, 07:28 PM
RE: Insanity sound - by Daemian - 04-02-2015, 08:14 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 10:28 PM
RE: Insanity sound - by Lars - 04-04-2015, 03:46 PM
RE: Insanity sound - by Slanderous - 04-04-2015, 04:44 PM
RE: Insanity sound - by Darkfire - 04-04-2015, 05:29 PM
RE: Insanity sound - by Lars - 04-05-2015, 02:36 PM
RE: Insanity sound - by Darkfire - 04-05-2015, 03:31 PM
RE: Insanity sound - by Lars - 08-17-2015, 01:16 PM
RE: Insanity sound - by jens - 08-17-2015, 01:52 PM
RE: Insanity sound - by Lars - 08-17-2015, 02:22 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:14 PM
RE: Insanity sound - by Slanderous - 08-17-2015, 04:37 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:43 PM



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