07-08-2012, 06:04 PM
I'm trying to make it so when they walk in an area the doors will be open before they can see them. Then when they get close to them I want all the doors to slam and lock except for one (door9). Here is my script any help would be very appreciated.
void OnStart()
{
AddEntityCollideCallback("Player", "CloseDoors", "CloseDoors", true, 1);
AddEntityCollideCallback("Player", "OpenDoors", "OpenDoors", true, 1);
//("Player", "Area", "Func", Disable?, 1 0 -1)
}
void OpenDoors(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door1", false, false);
SetSwingDoorClosed("door2", false, false);
SetSwingDoorClosed("door3", false, false);
SetSwingDoorClosed("door4", false, false);
SetSwingDoorClosed("door5", false, false);
SetSwingDoorClosed("door6", false, false);
SetSwingDoorClosed("door7", false, false);
SetSwingDoorClosed("door8", false, false);
SetSwingDoorClosed("door9", false, false);
}
void CloseDoors(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door1", true, true);
SetSwingDoorClosed("door2", true, true);
SetSwingDoorClosed("door3", true, true);
SetSwingDoorClosed("door4", true, true);
SetSwingDoorClosed("door5", true, true);
SetSwingDoorClosed("door6", true, true);
SetSwingDoorClosed("door7", true, true);
SetSwingDoorClosed("door8", true, true);
SetSwingDoorLocked("door1", true, true);
SetSwingDoorLocked("door2", true, true);
SetSwingDoorLocked("door3", true, true);
SetSwingDoorLocked("door4", true, true);
SetSwingDoorLocked("door5", true, true);
SetSwingDoorLocked("door6", true, true);
SetSwingDoorLocked("door7", true, true);
SetSwingDoorLocked("door8", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
// end
void OnEnter()
{
}
// end
void OnLeave()
{
}
// end
void OnStart()
{
AddEntityCollideCallback("Player", "CloseDoors", "CloseDoors", true, 1);
AddEntityCollideCallback("Player", "OpenDoors", "OpenDoors", true, 1);
//("Player", "Area", "Func", Disable?, 1 0 -1)
}
void OpenDoors(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door1", false, false);
SetSwingDoorClosed("door2", false, false);
SetSwingDoorClosed("door3", false, false);
SetSwingDoorClosed("door4", false, false);
SetSwingDoorClosed("door5", false, false);
SetSwingDoorClosed("door6", false, false);
SetSwingDoorClosed("door7", false, false);
SetSwingDoorClosed("door8", false, false);
SetSwingDoorClosed("door9", false, false);
}
void CloseDoors(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door1", true, true);
SetSwingDoorClosed("door2", true, true);
SetSwingDoorClosed("door3", true, true);
SetSwingDoorClosed("door4", true, true);
SetSwingDoorClosed("door5", true, true);
SetSwingDoorClosed("door6", true, true);
SetSwingDoorClosed("door7", true, true);
SetSwingDoorClosed("door8", true, true);
SetSwingDoorLocked("door1", true, true);
SetSwingDoorLocked("door2", true, true);
SetSwingDoorLocked("door3", true, true);
SetSwingDoorLocked("door4", true, true);
SetSwingDoorLocked("door5", true, true);
SetSwingDoorLocked("door6", true, true);
SetSwingDoorLocked("door7", true, true);
SetSwingDoorLocked("door8", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
// end
void OnEnter()
{
}
// end
void OnLeave()
{
}
// end