(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!