Uledus Posted February 8, 2019 Share Posted February 8, 2019 (edited) *****Edit(issue solved): I forgot to define the Critter as objectReference. Can I do this with a single script on a trigger box or do I need something else?I can't find a working solution for the desired sound behaviour by myself:When the Player is entering a trigger zone1, enable deactivated critter in level and begin with playing sound sample1(and always attach sound1 to current critter coordinates - I'm not sure what I have to do here; in my attempts the sound only plays at the trigger box place or at current Player coordinates). Do the same with trigger zone2 and trigger zone 3.Any advice? Many thanks in advance. Edited February 8, 2019 by Uledus Link to comment Share on other sites More sharing options...
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