here's what i have now it almost works exactly as I want it to.
repeatsound.fpi:
;Artificial Intelligence Script
;Header
desc = Sound loop and appear instantly
;Triggers
:state=0,plrwithinzone=1:loopsound=$0,state=1
:state=1,activated=10:stopsound,state=2
:state=2,activated=1:timerstart,state=3
:state=3,timergreater=50:loopsound=$0,state=1
;End of Script
user/repeatsound2.fpi
;Artificial Intelligence Script
;Header
desc = Sound loop and appear instantly
;Triggers
:always:settargetname=SoundZone1
:state=0,plrwithinzone=1:activatetarget=10,state=1,timerstart
:state=1,timergreater=50:loopsound=$0,state=2
:activated=20:stopsound,activatetarget=1,state=0,activate=0
;End of Script
Attached is the newest version of the level if you want it.
So what I want to happen is that SoundZone2 will activate and loop it's sound when the player enters it's zone and stop the sound from SoundZone2. But when a certain entity is destroyed (the last one in that area) that entity activates SoundZone2 with
Quote: "activatetarget=20"
so that SoundZone2 stops looping, and it goes back to looping SoundZone1. This works until the second SoundZone2, which does not work, i.e. when the player walks by the same background music from SoundZone1 continues playing.
All help is greatly appreciated!!