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I was trying to make a cutscene in the nwn1 aurora toolset, but the sounds that I wanted to play didn't seem to trigger.

Am I doing it correctly? Here's an example:

void main()
{
AssignCommand(GetObjectByTag("my_npc"),ActionSpeakString("main() happened!"))
PlaySound("bf_med_bone")
}

I attached it to the onEnter event of a generic trigger. The ActionSpeakString() works, the PlaySound() command doesn't.

Thanks in advance!
Post edited September 26, 2014 by Hreterus
No posts in this topic were marked as the solution yet. If you can help, add your reply
You'd be much better off asking this question in the Bioware forums here...
http://forum.bioware.com/forum/177-builders-scripting/

I suspect the problem is that you have failed to declare the sound an object. I think you also need to place an instance of the object, get it by tag, and move it to the player/waypoint/object/whatever when it's time to use it. I'm not sure though. I'm a pretty crappy scripter. Ask on the forum above. Those guys are friggen' wizards.
Post edited September 26, 2014 by urknighterrant
Hey, thanks for the quick reply!

I'll go over to the forum you linked. If there isn't a more straight forward solution, I'll try creating and moving a sound object.