Activating a script area - 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: Activating a script area (/thread-16374.html) Pages:
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RE: Activating a script area - Cruzore - 06-21-2012 Okay, I used this script, modified it a bit and tested it, and it works this way: void OnStart() { SetEntityCallbackFunc("tocarnellroomkey", "OnPickup"); } void OnPickup(string &in asEntity, string &in type) { if(asEntity == "tocarnellroomkey") { AddEntityCollideCallback("Player", "pusharea", "Push", true, 1); } } void Push(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); AddPlayerBodyForce(0, 0, -100000, false); } You need a really big amount at addplayerbodyforce, or it's barely visible. Also, playsoundatentity should be player, not some door, as a door can't make such terrified noises. Also, I changed the area to be collided with only once, since you would be pushed all the time if you went through it. Edit: I tried this several times with a other function name than OnPickup, and since it didn't work, i assume that the function must be named OnPickup. If someone can falsify this, I would be happy to know a different way. RE: Activating a script area - ApeCake - 06-21-2012 (06-21-2012, 06:05 PM)FastHunteR Wrote: Okay, I used this script, modified it a bit and tested it, and it works this way:My god sir, thank you so much. It finally worked. I kind of hesitated to use this because I already had a function called OnPickup, and it gave me an error saying you can't use the same twice, so I change the other one. It works! Thank you so much! And about the sound, I wasn't sure where to get the source coming from (If you know what I mean) so I put the source on a door that was nearby and called it "randomatticdoor". It worked flawless. I don't think the devs filtered ''humanoid''-sounds to be not from doors or other entities. RE: Activating a script area - Cruzore - 06-21-2012 No problem, I just ment that it's strange to hear terrified noises from a door, you can just use "Player" if you want it to happen to yourself. |