My problems - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: My problems (/thread-18769.html) |
RE: My problems - naseem142 - 10-27-2012 (10-26-2012, 01:00 PM)The chaser Wrote:(10-26-2012, 11:34 AM)naseem142 Wrote: Is this is how to add mementos?Wrong syntax: Thank you , also i used the fade in and fade out function but i get an error at the lines where the fade out and in script are placed. void ScriptArea_1_dram(string &in asChild, string &in asParent, int alState) { GiveSanityDamage(80.0f, true); PlaySoundAtEntity("", "insanity_monster_roar01.snt", "Player", 0.0f, true); FadeOut("3"); AddTimer("", 2, "dra_fade_1"); } void dra_fade_1(string &in asTimer) { FadeIn("2"); } EDIT: Oh and the memento still didn't work RE: My problems - Adny - 10-27-2012 You can't declare numerical arguments (i.e. integer/float). Try removing the quotation marks from around the bolded numbers. RE: My problems - naseem142 - 10-27-2012 (10-27-2012, 10:46 AM)andyrockin123 Wrote: You can't declare numerical arguments (i.e. integer/float). Try removing the quotation marks from around the bolded numbers.Okay thank you RE: My problems - naseem142 - 10-28-2012 I know how to make a player stare at a certain point. But is it possible to make the player keep staring at the monster while its moving for a few seconds? EDIT: Nvm , found what i need on the wiki. RE: My problems - naseem142 - 10-28-2012 Everything is working fine with the script , but there is one problem. The player only looks at the place where the grunt spawned and doesn't look at it the whole time. Here's my script: void ScriptArea_1_dram(string &in asChild, string &in asParent, int alState) { GiveSanityDamage(99.0f, true); PlaySoundAtEntity("", "insanity_monster_roar01.snt", "Player", 0.0f, true); FadeOut(3); AddTimer("", 2, "dra_fade_1"); SetEntityActive("servant_grunt_2", true); StartPlayerLookAt("servant_grunt_2", 2, 2, ""); } void ScriptArea_2_grunt(string &in asChild, string &in asParent, int alState) { SetEntityActive("servant_grunt_2", false); StopPlayerLookAt(); } ( The grunt is scripted to walk to a certain point and there he collides with a script area , which activates ScriptArea_2_grunt. ) RE: My problems - Robby - 10-28-2012 You'll need to constantly call a timer that triggers the "Look" script. If the timer recalls itself every 0.25 seconds, it may be enough. Otherwise, try coming up with a different situation. RE: My problems - naseem142 - 10-28-2012 (10-28-2012, 09:09 AM)Nemet Robert Wrote: You'll need to constantly call a timer that triggers the "Look" script. If the timer recalls itself every 0.25 seconds, it may be enough.The timer is the best choice :/ I'll use it RE: My problems - The chaser - 10-28-2012 Remain removing the timer when you don't want it to look. RE: My problems - naseem142 - 10-29-2012 Another problem; I have a male body corpse which i want it to jump a little bit up when the player takes the oil bottle placed near him. void Pickup1(string &in asEntity, string &in type) { AddBodyForce("corpse_male_8", 0.0f , 50.5f, 0.0f , "world"); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_pant.snt", "Player", 0.0f, true); } There are no errors at all and the sanity damage and the sound work perfectly , but the body is not even moving a little. RE: My problems - Adny - 10-29-2012 You'll need a lot of prop force, use this function and place the value anywhere from the hundreds to the thousands: AddPropForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem); You have to experiment a lot with prop force; it can vary greatly from one object to the next. |