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[LVL ED] New Question: How to create a door - 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: [LVL ED] New Question: How to create a door (/thread-16326.html) |
RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-21-2012 After a bit of trial and error, I made a test map and I see what your problem is. Do the following: Open the model editor Open the shelf you want(under amnesia root>entities>storage) Go to setting and user defined variables at the top, change the type from static object to object, with the subtype static. save as, make a new folder in your custom story named "entities" and save it inside in level editor, select your shelf and under entity file, browse to your custom story and select the new made shelf. That's it! however, i forgot to add a SetEntityActive("shelf02_1, false); So, place it under the playsound function. RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-21-2012 (06-21-2012, 01:28 PM)FastHunteR Wrote: After a bit of trial and error, I made a test map and I see what your problem is. Do the following: I'm getting this FATAL ERROR when I start my custom story (image attached) Here is the script with the SetEntityActive added: Quote:void OnStart() RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-21-2012 SetEntityActive("shelf02_1, false); missing" after shelf02_1 RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-21-2012 (06-21-2012, 02:19 PM)FastHunteR Wrote: SetEntityActive("shelf02_1, false);It works now! I just had to change of my shelf to 'shelf' in the level editor, script and the .ent name. How can I make so that everything on the bookshelf fall or just disappear after the shelf is destroyed? RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-21-2012 they fall automatically as of now, but for them to dissapear you have to set them inactive as well RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-21-2012 (06-21-2012, 02:37 PM)FastHunteR Wrote: they fall automatically as of now, but for them to dissapear you have to set them inactive as wellThey are not falling :S I have 3 candles and many books. RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-21-2012 if those are book piles and book rows, they are static and can not fall. You could try to set them moveable in the model editor, but it doesn't look nice when you can drag so many books together. Use single books instead. RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-21-2012 (06-21-2012, 02:45 PM)FastHunteR Wrote: if those are book piles and book rows, they are static and can not fall. You could try to set them moveable in the model editor, but it doesn't look nice when you can drag so many books together. Use single books instead.I'll try that, thanks. ![]() EDIT: In the meanwhile, what script do I have to use to make the 'cave_in' appear when I step an area? RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-21-2012 Same as the bookshelf, just with true. SetEntityActive("nameofcavein", true); If you don't look directly to the cave in when you enter that area, you can leave it by that and a PlaySoundAtEntity function for the cave in sound. If you do look directly though, use FadeOut() and FadeIn() just like for that bookshelf. RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-21-2012 (06-21-2012, 02:56 PM)FastHunteR Wrote: Same as the bookshelf, just with true.Ok, thanks a lot for all your help! ^^ I'll set the books, etc. to inactive now that I know the command, and I'll take care of the cave_in. +1 Rep again ![]() EDIT: The books, etc. are not disappearing. I copied their names, so I guess that's not the problem. Here is the script: Quote:void OnStart() |