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[LVL ED] New Question: How to create a door - Printable Version

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+---- Thread: [LVL ED] New Question: How to create a door (/thread-16326.html)

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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:
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.


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()
{
AddUseItemCallback("", "stone_hammer_1", "shelf02_1", "DestroyShelf", true);
}
void DestroyShelf(string &in asItem, string &in asEntity)
{
//Do your stuff, whatever you want to do, here. Example:
FadeOut(2);
AddTimer("Timer_1", 2, "PlaySound");
}
void PlaySound(string &in asTimer)
{
PlaySoundAtEntity("", "break_wood.snt", "shelf02_1", 0, false);
SetEntityActive("shelf02_1, false);
AddTimer("Timer_2", 1, "FadeInFunction");
}
void FadeInFunction(string &in asTimer)
{
FadeIn(2);
}



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);
missing" after shelf02_1
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 well
They 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. Smile

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.
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.
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 Smile

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()
{
AddUseItemCallback("", "stone_hammer_1", "shelf", "DestroyShelf", true);
}
void DestroyShelf(string &in asItem, string &in asEntity)
{
//Do your stuff, whatever you want to do, here. Example:
FadeOut(2);
AddTimer("Timer_1", 2, "PlaySound");
}
void PlaySound(string &in asTimer)
{
PlaySoundAtEntity("", "break_wood.snt", "shelf", 0, false);
SetEntityActive("shelf", false);
SetEntityActive("book_row02_1", false);
SetEntityActive("book_row01_2", false);
SetEntityActive("book_pile01_1", false);
SetEntityActive("candlestick01_4", false);
SetEntityActive("book_row03_1", false);
SetEntityActive("book_open_1", false);
SetEntityActive("book_row02_2", false);
SetEntityActive("book_pile02_1", false);
SetEntityActive("book_pile01_2", false);
SetEntityActive("book_row02_3", false);
SetEntityActive("candlestick01_2", false);
SetEntityActive("candlestick01_3", false);
AddTimer("Timer_2", 1, "FadeInFunction");
}
void FadeInFunction(string &in asTimer)
{
FadeIn(2);
}