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How to make a door bang when walking into an area? - 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 to make a door bang when walking into an area? (/thread-10863.html) Pages:
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How to make a door bang when walking into an area? - MissMarilynn - 10-19-2011 How can I make a door bang or thump when a person walks into an area? I want it to sound like a monster is on the other side. RE: How to make a door bang when walking into an area? - Your Computer - 10-19-2011 Use AddPropImpulse on the door, the impulse having a value of -2. Then you can play the sound "hit_wood" at the door or whatever other sound. Use a timer and local variables if you want to bang the door multiple times. RE: How to make a door bang when walking into an area? - Elven - 10-19-2011 Isn't using SetSwingDoorClosed(string& asName, bool abClosed, bool abEffects); easier? RE: How to make a door bang when walking into an area? - Brute - 10-19-2011 I also would play a monster sound. Sleep tight... ![]() PlaySoundAtEntity (...) RE: How to make a door bang when walking into an area? - Your Computer - 10-19-2011 (10-19-2011, 09:28 PM)Elven Wrote: Isn't using AddPropImpulse should bypass any complications brought in by SetSwingDoorClosed. RE: How to make a door bang when walking into an area? - MissMarilynn - 10-19-2011 (10-19-2011, 11:18 PM)Your Computer Wrote:Would that make it move a bit without opening as if there was pressure on it? Or make dust come off it like it moved?(10-19-2011, 09:28 PM)Elven Wrote: Isn't using RE: How to make a door bang when walking into an area? - Your Computer - 10-20-2011 (10-19-2011, 11:59 PM)MissMarilynn Wrote: Would that make it move a bit without opening as if there was pressure on it? Or make dust come off it like it moved? Yeah, and AddPropImpulse should leave the door as it was before the impulse effect once the impulse has finished. The dust, however, will have to be created with CreateParticleSystemAtEntity. RE: How to make a door bang when walking into an area? - MissMarilynn - 10-20-2011 (10-20-2011, 12:08 AM)Your Computer Wrote:Mmkay and I was trying to figure that out earlier to. How do I make a particle system start when I walk into an area?(10-19-2011, 11:59 PM)MissMarilynn Wrote: Would that make it move a bit without opening as if there was pressure on it? Or make dust come off it like it moved? Thanks for responding to all of my threads by the way haha. You've been a great help. RE: How to make a door bang when walking into an area? - Your Computer - 10-20-2011 (10-20-2011, 12:12 AM)MissMarilynn Wrote: Mmkay and I was trying to figure that out earlier to. How do I make a particle system start when I walk into an area? You use AddEntityCollideCallback, provide "Player" for the parent and the area name for the child name, and in the callback call something like: PHP Code: AddPropImpulse("door_name", -2, 0, 0, "World"); RE: How to make a door bang when walking into an area? - Elven - 10-20-2011 Why shouldn't your computer help user? |