Alright thanks guys.
Changing Anne to Player allows the trigger to fire. It's confusing because the script reference specifically says Anne instead of Player.
I've added ProcessStyle = 3 as per your suggestion, tatu, but as TI said, 3 is the default, so that's why I didn't put it in initially.
Good to know about the delay. I haven't needed delays between actions so far, I've only needed delays at the start to allow Anne to tell the ammo count and for that I've used a float FireDelay.
Testing it out: the trigger fires, but the ActionType 0 doesn't play the music, I assume this is hard coded to stop all voiceovers when the player dies. I used ActionType 0 because it has priority over ActionType 2, but I guess I'll have to use ActionType 2. Then the trigger works when no music is playing initially, but if music is playing when the player dies then the music stops, but the death music doesn't play. So I tried adding a delay between the CFadeMusicAction and the CMusicAction: Success!
Here is the code:
Code: Select all
group Trig_AnneDie-00 = {
int ext_GeometryType = 2
string Class = "CCreatureTrigger"
string A00 = "Player"
bool CreatureDie = true
int FireCount = 1
int ProcessStyle = 3
group Action00 = {
int ActionType = 3
float VolumeFader = -9000
bool StopAfterFade = true
}
group Action01 = {
int ActionType = 34
string OverlayText = " "
float TextDisplayTime = 0.1
}
group Action02 = {
int ActionType = 2
string Sample = "MUSIC - Mission Death"
}
}