enderalse/source/scripts/helgenrandomsoundscript.psc

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Scriptname HelgenRandomSoundScript extends ObjectReference
{While the player is in trigger, pick from locations to play these sounds}
import debug
import utility
Sound property mySound01 auto
{the sound to play}
Sound property mySound02 auto
{the sound to play}
ObjectReference property mySoundOrigin01 auto
{the reference to play the sound from}
ObjectReference property mySoundOrigin02 auto
{the reference to play the sound from}
ObjectReference property mySoundOrigin03 auto
{the reference to play the sound from}
float property fCameraShake01 auto
{camera shake intensity for close roar}
float property fCameraShake02 auto
{camera shake intensity for distant roar}
float property fduration01 auto
{camera shake duration for close roar}
float property fduration02 auto
{camera shake duration for distant roar}
float property fLIntensity01 auto
{shake left intensity for close roar}
float property fLIntensity02 auto
{shake left intensity for distant roar}
float property fRIntensity01 auto
{shake right intensity for close roar}
float property fRIntensity02 auto
{shake right intensity for distant roar}
int property maxTimer = 30 auto
{default - 30, max timer for how long to wait between sounds}
int property minTimer = 20 auto
{default - 20, min timer for how long to wait between sounds}
bool inTrigger = false
bool busy = false
int iInTrigger = 0
;************************************
auto State playSound
Event onTriggerEnter (ObjectReference triggerRef)
Actor actorRef = triggerRef as Actor
if (actorRef == game.getPlayer())
;inTrigger = true
iInTrigger += 1
RegisterForSingleUpdate(0.5)
endif
endEvent
Event onTriggerLeave (ObjectReference triggerRef)
Actor actorRef = triggerRef as Actor
if (actorRef == game.getPlayer())
;inTrigger = false
iInTrigger -= 1
endif
endEvent
endState
;************************************
Event onUpdate()
;while(inTrigger && !busy)
while((iInTrigger > 0) && !busy)
busy = true
int myTimer = RandomInt(minTimer, maxTimer)
int myOrigin = RandomInt(1,3)
; // PHILS CHANGE //
;int mySound = RandomInt(1,2)
int mySound = 2
; // PHILS CHANGE //
if(myOrigin == 1)
if(mySound == 1)
mySound01.play(mySoundOrigin01)
game.shakeCamera(NONE, fCameraShake01)
game.shakeController(fLIntensity01, fRIntensity01, fduration01)
elseif (mySound == 2)
mySound02.play(mySoundOrigin01)
game.shakeCamera(NONE, fCameraShake02)
game.shakeController(fLIntensity02, fRIntensity02, fduration02)
endif
elseif(myOrigin == 2)
if(mySound == 1)
mySound01.play(mySoundOrigin02)
game.shakeCamera(NONE, fCameraShake01)
game.shakeController(fLIntensity01, fRIntensity01, fduration01)
elseif (mySound == 2)
mySound02.play(mySoundOrigin02)
game.shakeCamera(NONE, fCameraShake02)
game.shakeController(fLIntensity02, fRIntensity02, fduration02)
endif
elseif(myOrigin == 3)
if(mySound == 1)
mySound01.play(mySoundOrigin03)
game.shakeCamera(NONE, fCameraShake01)
game.shakeController(fLIntensity01, fRIntensity01, fduration01)
elseif (mySound == 2)
mySound02.play(mySoundOrigin03)
game.shakeCamera(NONE, fCameraShake02)
game.shakeController(fLIntensity02, fRIntensity02, fduration02)
endif
endif
wait(mytimer as float)
busy = false
endWhile
endEvent
;************************************