How do you make a monster spawn and then he leaves and you can hear a door opened. - 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: How do you make a monster spawn and then he leaves and you can hear a door opened. (/thread-9923.html) |
RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-22-2011 also how do i make like that if the player walks into an area he starring at a area? RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-22-2011 LookAt you want say ? Here the command : Code: void StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback); Said to me if you want help to put RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-23-2011 i already know what to do ^-^ i create another area and use the AddEntityCollideCallback then im going to create a function called LookAt. And add a timer that chances the function LookAt cause i need to deactivate or else his just going to look at that point. I think thats it. Also is there a script function that turns off the lights? RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - Obliviator27 - 08-23-2011 void SetLightVisible(string& asLightName, bool abVisible); Enables/disables lights. asLightName - internal name abVisible - determines the state of the light http://wiki.frictionalgames.com/hpl2/amnesia/script_functions That page is your best friend when scripting. RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-23-2011 If I understand you want to after look the target LookAt, automatically stops the watch ? Ex: Player look automatically at Door_1, when player look Door_1, Look automatically stop immediately. If that : Code: void LookDoor() When player look at AreaLookDoor, he run the fonction "StopLook" RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-23-2011 Wow thats actully alot less scripting and thanks for the light function i actully knew the webside already but didnt really search before posting Also is there a function where the player is like sleeping or something. Like if your sanity is really bad your like collapsing on the ground. I wanted that effect but without losing sanity. RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-23-2011 Mhh it is a bit more difficult... I have never done these things but I saw a topic to talk about the beginning of the game when you get up. http://www.frictionalgames.com/forum/thread-4626.html?highlight=wake Look the code in first post. If it is the same as yours, except that the one is to get up, you may be changing a few lines to his to do the opposite... Code: FadeOut(0); // Instantly fades the screen out. (Good for starting the game) FadeOut (0) means that it is directly on the screen to black. RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-23-2011 kk thanks if theres anything else i want to ask i will just do a reply :3 Wow ffs the editor crashed when i was nearly done with the first map -.- RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-23-2011 also what means &string? and btool? (edit)nvm found it out RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-23-2011 Thats... I dont know But I think it's the two small "" btool... Dont know But if I dont know how to use the command. I look for in a script already done that contains this command |