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Here is my script:

void OnStart()
{
AddEntityCollideCallback("Player", "DustFall", "CollideDustFallEffect", true, 1);
}

void CollideDustFallEffect(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("chandeller_large_2", 10, 50, "");
AddTimer("", 5.0f, "TimerStopLook");
SetEntityActive("ParticleSystem_4" , true);
SetEntityActive("stonefall" , true);
}

void TimerStopLook(string &in asTimer)
{
StopPlayerLookAt();
}

Can you find whats wrong with it? I'm such a noob at scripting...
Wierd thing is the particles activate but nothing else happens?
Thanks for reading!
You must put this:

void CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS);
Creates a particle system on an entity.
asPSName - internal name
asPSFile - the particle system to use + extension .ps
asEntity - the entity to create the particle system at
abSavePS - determines whether a particle system should “remember” its state

(05-23-2011, 08:28 PM)WatzUpzPeepz Wrote: [ -> ]Wierd thing is the particles activate but nothing else happens?

Enable debugging messages in game if you haven't already and add a debug message within the CollideDustFallEffect function and check to see if the message shows up in game.