Freeze player? - 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: Freeze player? (/thread-17359.html) |
RE: Freeze player? - Lizard - 07-30-2012 Here you go void OnStart() { AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true); AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true); AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true); SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true); SetEntityCallbackFunc("key_3", "OnPickup"); AddTimer("StopLook", 2, "LookAtDoor"); AddEntityCollideCallback("Player","Music", "StartMusic", true, 1); AddEntityCollideCallback("Player", "KillTheLights", "KillTheLights", true, 1); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true); RemoveItem("key_1"); } void KeyOnDoor_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_2", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true); RemoveItem("key_2"); } void KeyOnDoor_5(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_5", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true); RemoveItem("key_3"); } void StartMusic(string &in asParent, string &in asChild, int alState) { PlayMusic("03_paper_daniel02.ogg", true, 0.8, 2, 0, true); } void OnPickup(string &in asEntity, string &in type) { SetSwingDoorClosed("mansion_3", true, true); AddPropImpulse("mansion_3", 0, 0, 10, "World"); AddTimer("StopLook", 1, "LookAtDoor"); PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true); StartPlayerLookAt("mansion_3", 10, 10, ""); } void KillTheLights(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("wall_door_frame_6", 10, 10, ""); SetPlayerActive(false); AddTimer("lights_out", 6, "lightkiller"); } void lightkiller(string &in asTimer) { SetLampLit("candle_floor_1", false, true); AddTimer("", 0.5, "Out2"); } void Out2(string &in asTimer) { SetLampLit("candle_floor_2", false, true); AddTimer("", 0.5, "Out3"); } void Out3(string &in asTimer) { SetLampLit("candle_floor_3", false, true); AddTimer("", 0.5, "Out4"); } void Out4(string &in asTimer) { SetLampLit("candle_floor_4", false, true); AddTimer("", 0.5, "Out5"); } void Out5(string &in asTimer) { SetLampLit("candle_floor_5", false, true); AddTimer("", 0.5, "Out6"); } void Out6(string &in asTimer) { SetLampLit("candle_floor_6", false, true); AddTimer("", 0.5, "Out7"); } void Out7(string &in asTimer) { SetLampLit("candle_floor_7", false, true); AddTimer("", 0.5, "Out8"); } void Out8(string &in asTimer) { SetLampLit("candle_floor_8", false, true); AddTimer("", 0.5, "Out9"); } void Out9(string &in asTimer) { SetLampLit("candle_floor_9", false, true); AddTimer("", 0.5, "Out10"); } void Out10(string &in asTimer) { SetLampLit("candle_floor_10", false, true); AddTimer("", 0.5, "Out11"); } void Out11(string &in asTimer) { SetLampLit("candle_floor_11", false, true); AddTimer("", 0.5, "Out12"); } void Out12(string &in asTimer) { SetLampLit("candle_floor_12", false, true); AddTimer("", 0.5, "ActivatePlayer"); } void ActivatePlayer(string &in asTimer) { StopPlayerLookAt(); SetPlayerActive(true); } //////////////////////////// // Run when leaving map void OnLeave() { StopMusic(1,0); } void ActivateMonster(string &in item) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 3, "Idle"); } void LookAtDoor(string &in asTimer) { StopPlayerLookAt(); } RE: Freeze player? - Hartmann - 07-30-2012 (07-30-2012, 03:48 PM)ZereboO Wrote: Here you gothank you very much |