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FPSC Classic Scripts / activate sound zones when object is picked up

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Killj0y17
12
Years of Service
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Joined: 15th Sep 2012
Location: In a pineapple, under the sea
Posted: 5th Oct 2012 11:23
I'm making this horror game wherein you're stuck in some sort of asylum and you need to find a key in order to escape.
My question is how do I do an effect wherein when the player picks the key, some sound zones activate. for example the player went inside a room and picked up the key, but when he goes out, a sound plays, not only in that room but in different areas too, to make his escape more scary.



**I'm not that much of a scripting whiz so I need help. Please?

Killj0y17
12
Years of Service
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Joined: 15th Sep 2012
Location: In a pineapple, under the sea
Posted: 5th Oct 2012 18:25
bump

BlackFox
FPSC Master
16
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 5th Oct 2012 21:11
This belongs in the Script section...

The solution is easy. In your pickup script you can use "settargetname=x", where x is the name of the sound zone; and then use "activatetarget=1" to activate the sound zone. In the sound zone trigger, you change the start script to "appearifactivate.fpi". This way it will spawn and run only when the pickup script activates it.


Twitter: @NFoxMedia
Killj0y17
12
Years of Service
User Offline
Joined: 15th Sep 2012
Location: In a pineapple, under the sea
Posted: 7th Oct 2012 06:13
Quote: "This belongs in the Script section..."


oops sorry dude, but thank you for answering, it works!

BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 7th Oct 2012 17:08 Edited at: 7th Oct 2012 18:02
Quote: "oops sorry dude, but thank you for answering, it works!"


It's no problem. Scripting problems will get answered faster if posted in the scripts section. I just happened to see your thread whilst lurking here (Product Chat).

Glad it works.

Edit: I see the thread was moved to scripts now.


Twitter: @NFoxMedia

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