vader_21vb 0 Posted October 31, 2002 I'm very new in codeing cpp files for object and have a simple (maybe stupide Q): I have a Working Door on a building, and like to add a sound for Open/Closeing the door. Have anyone seen this done? I allso plan for a DoorAlarm sound triggering on OpenDoor Only! My first try: class OpenDoors1 { displayName="Open Big MF Door"; position="osa_dvere1"; radius=5.5; sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1}; condition="this animationPhase ""Dvere1"" < 0.5"; statement="this animate [""Dvere1"", 1]"; }; Share this post Link to post Share on other sites
Prospero 1 Posted November 2, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (vader_21vb @ Oct. 31 2002,23:41)</td></tr><tr><td id="QUOTE">I'm very new in codeing cpp files for object and have a simple (maybe stupide Q): I have a Working Door on a building, and like to add a sound for Open/Closeing the door. Have anyone seen this done? I allso plan for a DoorAlarm sound triggering on OpenDoor Only! My first try: class OpenDoors1 { displayName="Open Big MF Door"; position="osa_dvere1"; radius=5.5; sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1}; condition="this animationPhase ""Dvere1"" < 0.5"; statement="this animate [""Dvere1"", 1]"; };<span id='postcolor'> You can do it in a script, but not (I believe) in a config. Well, maybe there's a way with event handlers, but... ah it's too late, and it's Friday night;) You could "sense" the animation phase and get the door/building/a gamelogic placed at the door's position to "say" the creaking noise. Prospero Share this post Link to post Share on other sites
stoppelhopser 0 Posted November 8, 2002 you need to include a CfgSounds class first i guess Share this post Link to post Share on other sites
Guest Posted November 8, 2002 Moving to Addon Config and Scripting Share this post Link to post Share on other sites