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Phonograph reset
Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
Reputation: 2
#1
Phonograph reset

In my CS I have a certain function where the Phonograph playing spawns a monster. Everything works fine there, however if the monster kills you I want the phonograph to reset back to its non-woundup state to be played again. (The monster has to spawn to break down a locked door). I thought the ResetProp("phonograph_1"); command would do the trick. The game detects no coding error yet this does not work. You cannot wind up the phonograph anymore. Is there a specific certain code for those props?

void Restart(string &in asParent, string &in asChild, int alState)
{
    CheckPoint ("checkpoint1", "PlayerStartArea_4", "Urstuff", "DeathCategory", "Deathtext1");
}

void Urstuff (string &in asName, int alCount)
{
    SetEntityConnectionStateChangeCallback("phonograph_1", "play_radio");

    ResetProp("phonograph_1");
}
09-30-2013, 09:47 PM
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Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
Reputation: 2
#2
RE: Phonograph reset

nothing??
10-04-2013, 07:27 AM
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Robby Offline
Posting Freak

Posts: 2,549
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#3
RE: Phonograph reset

I did script back in Amnesia before, but I no longer know the scripts all too well, but I think ResetProp might not work in your case. I'm not sure, though, I didn't script in Amnesia since 2 years, I believe.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
10-04-2013, 07:32 AM
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Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
#4
RE: Phonograph reset

Phonograph is a wheel type entity if i am not mistaken, so something like:
SetWheelAngle("phonograph_1",-180,false);
should do the trick.
10-05-2013, 05:53 PM
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Cyphermur9t Offline
Junior Member

Posts: 38
Threads: 17
Joined: Jan 2013
Reputation: 2
#5
RE: Phonograph reset

Thank you. It worked out fine. Smile
10-06-2013, 09:58 PM
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