Thanks Mako, I re read my original post...I was in a bad mood when I first replied sorry lol..
Anyway i kinda did post the code snippet in the 1st post if you check,
:state=0.plrwithinzone=1: (play sound) (show Image)
The only way I could provide it more clearly without the filepaths your using for your images and sounds is
:state=0,plrwithinzone=1:hudreset,hudx=50,hudy=50,hudimagefine=gamecore\(wherever your image is within the fpsc file
structure),hudname=spookyghost,hudmake=display,hudhide=1,hudshow=spookyghost,plrsound=audiobank(the location of your sound file in wav format inide the fpsc file structure)
That is literally it...
That script wont be perfect, as it will play the sound everytime someone walks through the zone and do the same with your image
but it will give you the effect but learning why it plays everytime you walk through the zone and finding a way to prevent that will give you something to LEARN
Its better to learn fpi, like mako said read up on fpi syntax, look up problems people have had on the forums and read up on the solutions, you can make some truly awesome stuff with your imagination coupled with a knowledge of how fpsc and fpi work together
imagine instead of a picture a monster in a doorway, the lights go out as a scream is head, a second light comes on the other side of the monster illuminating the opening behind it and leaving it in shadow as it approaches the player menacingly then just as its about to reach the player it vanishes as the lights come on...
Now that sounds scary right? yeah... scary to code!
But not really, with a trigger zone, an enemy on a delayed spawn and a couple of stock dynamic lights that effect can be simply achieved, and being in engine would probably be a lot scarier, just have the trigger zone spawn the enemy, kill the lights, script the enemy to move towards the player, then be destroyed on a timer along with the lights
Anyway Id rather help you understand how scripts work than just give them out to you
But if your wana learn I'll help you create a scenario like the one I described, you'd be surprised how simple yet effective things like that can be. also try phasing a dynamic object partway through a wall with immobile=off, physic=on and always active=on, have it spawn at start=no, and put a trigger zone down near it with the name of the object in its ifused field and the playerwithinzoneactivateused.fpi ( i think thats the name)
Basically the way i remember it when you hit the trigger zone the object spawns partway in the wall, fpsc throws a wobbler, the object not knowing how to react simply flings itself accross the room
excellent for poltergeist activity.
Also working on script that will allow items to bob gently up and down as if floating in mid air if you like, Im happy to post that up somewhere
Anyway hope it helped, but yeah have fun using the code and working out the gaps in it
smoke em if you got em