JC LEON
Ah yes, I remember that script from CE. It's perfect for this. The only thing that has changed is the syntax for a timer.
Use "etimer" when controlling entities. You can still use "timer" but might cause problems.
Noticed your second state=0 runs in a loop ":state=0,activated=0:stopsound,lightoff,state=0"
That causes problems (state=0 going back to state=0)
:state=0:lightoff
:state=0,activated=1:etimerstart,lighton,loopsound=audiobank\atmos\alarmhum.wav,state=1
:state=1,etimergreater=500:etimerstart,lightoff,state=2
:state=1,activated=0:stopsound,lightoff,state=0
:state=2,etimergreater=500:etimerstart,lighton,state=1
Note the script starts with the light off. When activated light flashes every 1/2 sec.
Change timer to meet your needs.
Now just attach this script to a "Dynamic" light & give it a unique name (like light1 or alarm_light)
Place a trigger where you need it and give it the "plrinzoneactiveused.fpi" script.
Open the trigger property settings, in the "If Used" field put in the exact name of the "light"
Now when player steps into trigger zone, alarm light will activate.
But here's my question. Once you have the alarm light on, how do you want/need it to shut off?
If the player "leaves" trigger zone, or some other method??? Like a switch or something?
My games never have bugs. They just develop random features..
Lots and lots of random features...