Xonious
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| Joined: 01 Jan 2009 |
| Total Posts: 1820 |
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| 14 Jul 2015 01:37 PM |
Like when you walk into some Castle place, a different sound starts and the old one is gone.
And when you go back, vice versa.
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Xonious
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| Joined: 01 Jan 2009 |
| Total Posts: 1820 |
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MisBloxy
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| Joined: 13 Sep 2008 |
| Total Posts: 164 |
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| 14 Jul 2015 01:42 PM |
Just put a sound in a brick.
Yay I did it :D |
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Xonious
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| Joined: 01 Jan 2009 |
| Total Posts: 1820 |
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MisBloxy
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| Joined: 13 Sep 2008 |
| Total Posts: 164 |
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| 14 Jul 2015 01:50 PM |
oh, i just read ur post. haha stupid me. i think u should put a brick at the entrance and have a status value change according to what song u want to play.
Yay I did it :D |
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| 14 Jul 2015 02:00 PM |
Well, have a list of sounds in a player and have it so if the player touches a brick such as a different floor or door, it will turn all other sounds off and play the one you want. Like (LocalScript):
person=game.Players.LocalPlayer:WaitForChild("Character") feet=person:WaitForChild("Left Leg")
function song(brick) if brick.Name=="Hall Way Floor" --Or whatever for i,v in pairs (game.Players.LocalPlayer.songs:GetChildren()) do --assuming the songs are in a folder called "Songs" v.Stop() end
game.Players.LocalPlayer.songs.___.Play() --Song you want to play end end
feet.Touched:connect(song) |
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| 14 Jul 2015 02:01 PM |
| Mite be a few bugs in my code but you get the picture. |
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| 14 Jul 2015 02:03 PM |
| i think you would just clone it into the player when they are at that position |
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| 14 Jul 2015 02:05 PM |
| ^ That would work too and would be a heck of a lot easier XD |
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MisBloxy
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| Joined: 13 Sep 2008 |
| Total Posts: 164 |
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| 14 Jul 2015 02:15 PM |
yay my idea worked for u! im so happy. btw, i learned scripting to help ppl, not make games.
Yay I did it :D |
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