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Entity Activate/Deactivate? - 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: Entity Activate/Deactivate? (/thread-21546.html) Pages:
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RE: Entity Activate/Deactivate? - Bonehead - 05-19-2013 Here's my entire script. void OnStart() { SetEntityPlayerInteractCallback("key_tower_1", "ActivateMonster", true); AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); SetEntityCallbackFunc("chemical_container_full_1", "OnPickup"); } void OnEnter() { } void OnLeave() { } void ActivateMonster(string &in item) { SetEntityActive("servant_brute_1", true); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door_2", 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); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("armour_nice_complete_8", true); SetEntityActive("armour_nice_complete_7", true); SetEntityActive("armour_nice_complete_6", false); SetEntityActive("armour_nice_complete_5", false); } RE: Entity Activate/Deactivate? - Kullin - 05-19-2013 void OnStart() { SetEntityPlayerInteractCallback("key_tower_1", "ActivateMonster", true); AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); SetEntityCallbackFunc("chemical_container_full_1", "OnPickup"); } void OnEnter() { } void OnLeave() { } void ActivateMonster(string &in item) { SetEntityActive("servant_brute_1", true); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door_2", 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); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("armour_nice_complete_8", true); SetEntityActive("armour_nice_complete_7", true); SetEntityActive("armour_nice_complete_6", false); SetEntityActive("armour_nice_complete_5", false); PlaySoundAtEntity("","impact_wood_heavy_low3.snt","armour_nice_complete_7", 0.1, true); PlaySoundAtEntity("","impact_wood_heavy_low3.snt","armour_nice_complete_8", 0.1, true); } That should work with the sounds to. RE: Entity Activate/Deactivate? - Bonehead - 05-19-2013 I'll give it a shot. Didn't crash. no sound played though. RE: Entity Activate/Deactivate? - PutraenusAlivius - 05-20-2013 Code: void OnStart() Fixed. Word of advice: When using sounds, at least check if they match or not. |