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 - 08-23-2011 so btool is always after any entity that can chanced by true or false. thats what i found out x3 also im trying to get three lanterns to slowly turn off anyone knows a better function for that? RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-23-2011 Mhh I do not think there is an order for its... Maybe this command : Code: void FadeLightTo(string& asLightName, float afR, float afG, float afB, float afA, float afRadius, float afTime); If the three lamp are in a dark room, you can change the colors for the changes to black. But I do not think it will work ... RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-24-2011 well i kinda make the function more smoother. like when the player collides into an area a function is going to start. the function makes the player look up for 4-5 sec and also the lamps turns off to lit false. and used sanity damage and it plays a react_pan to play. RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-24-2011 This should probably help you Code: void OnStart() Explain : AddEntityCollideCallback = Add Collide for Object/player, replace Name Area, Function Run StartPlayerLookAt = Automatically look at object, replace Area Look AddTimer = Timer for stop look, nothing to replace SetLightVisible = Set light visible or not, replace Name of the lamp and test if working, i never use this, if you have many other lamp, added another SetLightVisible. GiveSanityDamage = Give sanity damage to the player, 10 is the number damage PlaySoundAtEntity = Play a sound, i already put react_pant StopPlayerLookAt = Stop the automatically look. Thats all. RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-25-2011 setlightvisible didnt really work :/ RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - Acies - 08-25-2011 SetLampLit(string& asName, bool abLit, bool abEffects); RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-26-2011 I just tested, it is true setlightvisible didnt work Acies Can you give an example with the command setlamplit ? RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - narutohokager - 08-26-2011 SetLampLit works perfectly well Here a example : Code: SetLampLit("candlestick_wall_2", false, false); RE: How do you make a monster spawn and then he leaves and you can hear a door opened. - BubbleTroll - 08-28-2011 thats what im using. also what kind of effects can i add to the function? |