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Monster Play Sound After PathNode!!!!
VeNoMzTeamHysterical Offline
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#11
RE: Monster Play Sound After PathNode!!!!

(02-14-2013, 05:05 PM)BeeKayK Wrote: oh, ok....

Ah i see it!

(string &in Entity) These parameters are for interacting, not for colliding.



(string &in asParent, string &in asChild, int alState) is the correct one.


Maybe this will help (Sorry for selfpromotion) http://www.frictionalgames.com/forum/thread-18368.html

I did change it but still its not working daf*ck.....

http://www.frictionalgames.com/forum/thread-21719.html
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02-14-2013, 05:16 PM
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FlawlessHappiness Offline
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#12
RE: Monster Play Sound After PathNode!!!!

Please show me your script

Impossible to handle something you cannot see Wink

Trying is the first step to success.
(This post was last modified: 02-14-2013, 05:25 PM by FlawlessHappiness.)
02-14-2013, 05:25 PM
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VeNoMzTeamHysterical Offline
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#13
RE: Monster Play Sound After PathNode!!!!

(02-14-2013, 05:25 PM)BeeKayK Wrote: Please show me your script

Impossible to handle something you cannot see Wink


monster name: monsterscene1
script area name: RocksSound


void OnStart()

{
AddEntityCollideCallback("Player", "Text1", "Text1", true, 1);
SetEntityPlayerInteractCallback("DungeonKey", "Scene1", true);
AddEntityCollideCallback("Player", "SoundScene1", "SoundScene1", true, 1);
AddEntityCollideCallback("monsterscene1", "RocksSound", "RocksFunc", true, 1);

}

void Text1(string &in asParent, string &in asChild, int alState)

{
SetMessage("Messages", "Message1", 1);
}

void SoundScene1 (string &in asParent, string &in asChild, int alState)

{
PlayMusic ("02_amb_safe.ogg", true, 1.0, 2, 1, true);
}

void RocksFunc (string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("monsterscene1", "break_wood1.snt", "RocksSound", 0, false);
}

http://www.frictionalgames.com/forum/thread-21719.html
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02-14-2013, 05:30 PM
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NaxEla Offline
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#14
RE: Monster Play Sound After PathNode!!!!

I might be wrong here, but I don't think there is a break_wood1.snt. I'm pretty sure there is only break_wood.snt, and then the .ogg files are called break_wood1.ogg, break_wood2.ogg, etc. The .snt file randomly picks one if the break_wood .ogg files to play.

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02-14-2013, 05:42 PM
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VeNoMzTeamHysterical Offline
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#15
RE: Monster Play Sound After PathNode!!!!

(02-14-2013, 05:42 PM)NaxEla Wrote: I might be wrong here, but I don't think there is a break_wood1.snt. I'm pretty sure there is only break_wood.snt, and then the .ogg files are called break_wood1.ogg, break_wood2.ogg, etc. The .snt file randomly picks one if the break_wood .ogg files to play.

i think thats the problem then i gonna check oke Big Grin

(02-14-2013, 05:42 PM)NaxEla Wrote: I might be wrong here, but I don't think there is a break_wood1.snt. I'm pretty sure there is only break_wood.snt, and then the .ogg files are called break_wood1.ogg, break_wood2.ogg, etc. The .snt file randomly picks one if the break_wood .ogg files to play.

Still not working it just does not trigger if the monster walks into that area

I gonna check if it works as player.

Well still does not work..... if anyone knows an tutorial of it or can make one....

That an monster hits an area and triggers an function that would be great!

http://www.frictionalgames.com/forum/thread-21719.html
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(This post was last modified: 02-14-2013, 06:39 PM by VeNoMzTeamHysterical.)
02-14-2013, 05:48 PM
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FlawlessHappiness Offline
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#16
RE: Monster Play Sound After PathNode!!!!

Have you tried putting something in the function to see if it even triggers?

Trying is the first step to success.
02-14-2013, 07:11 PM
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Your Computer Offline
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#17
RE: Monster Play Sound After PathNode!!!!

In the debug menu check the option to list the sounds playing, and when the monster collides with the area, see if the sound gets listed on the upper left corner of the screen.

Tutorials: From Noob to Pro
(This post was last modified: 02-14-2013, 07:18 PM by Your Computer.)
02-14-2013, 07:18 PM
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VeNoMzTeamHysterical Offline
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#18
RE: Monster Play Sound After PathNode!!!!

(02-14-2013, 07:18 PM)Your Computer Wrote: In the debug menu check the option to list the sounds playing, and when the monster collides with the area, see if the sound gets listed on the upper left corner of the screen.

No it says it does not play the sound so it does not triggers..

Here is the map and HPS file...

check if you can find something that i did wrong..

http://www.mediafire.com/?ba1a5xycwdqvdp8

http://www.frictionalgames.com/forum/thread-21719.html
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(This post was last modified: 02-14-2013, 08:23 PM by VeNoMzTeamHysterical.)
02-14-2013, 08:16 PM
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NaxEla Offline
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#19
RE: Monster Play Sound After PathNode!!!!

I would double check the names are correct in your script for the entities and the sound.

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02-14-2013, 08:23 PM
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darksky Offline
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#20
RE: Monster Play Sound After PathNode!!!!

if you use playSoundAtEntity you have to use a .snt file, not a .ogg file

void RocksFunc (string &in asParent, string &in asChild, int alState)
{
    PlaySoundAtEntity("", "break_wood.snt", "RocksSound", 0, false);
}
02-14-2013, 10:01 PM
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