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(1 edit)

that worked, actually, entities can be moved as a workaround indeed. also realized how KeshaFilms used the "light move" command with the same coordinate system, you can offset or "spawn"/"despawn" them too. thank you!

a bit unrelated, but is it possible to make triggers play sounds even after the player has been returned to the game with "map return"? currently having "map return" in a script makes played sounds cut out as the script finishes. are sounds in scripts broken, or is there different functionality for that? trying to make a one-time noise play when a player goes somewhere

re-read the manual... tl;dr, is it possible for a trigger to both run a script and play a sound outside of that script's run window?

(2 edits)

afaik sounds in scripts during map runtime aren't broken they just aren't a feature at all.

are you saying that you have a trigger run a script and it is playing a sound and it's working, just getting cut off?

if that is the case, try adding

timeout #

after the line executing the sound, and replace the # with the number of seconds that your sound is. this should theoretically halt the execution of the next line in the script the specified number of seconds, allowing the sound to finish playing.

to make a sound a play without a script at all, you can specify the sound instead of specifying a script file


yes, i'm trying to set it up so there is a sound played as the lights in the room get shut off (teleported away). only way i see to do it is through player timeout, but i'd rather do away with the sound than throw the game's pace off by stopping it

yeah i dont think there is a workaround to make exactly what you want to happen