![]() |
Candle fade - 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: Candle fade (/thread-11247.html) Pages:
1
2
|
Candle fade - proshitness - 11-08-2011 How do i make the candles that hang on the wall fade when the player walks by them? thanks alot RE: Candle fade - Statyk - 11-08-2011 Can you elaborate on this please? RE: Candle fade - proshitness - 11-08-2011 I want to do it so when the player walks in the corridor the lamps \ torchs \ candles turn off, what more can i elaborate...? RE: Candle fade - Statyk - 11-08-2011 (11-08-2011, 06:57 PM)proshitness Wrote: I want to do it so when the player walks in the corridor the lamps \ torchs \ candles turn off, what more can i elaborate...?you can either set a fog in the corridor or you can place a script area in the corridor and run a script in the .hps so that when the player walks into that area, the lamps shut off (or dim. just change values in the script). possible script: //_____________________ void OnStart() { AddEntityCollideCallback("Player", "SCRIPT_AREA_NAME", "LampsOff_func", true, 1); //this is the area collide } void LampsOff_func(string &in asParent, string &in asChild, int alState) { SetLampLit("LAMPNAME_1", false); SetLampLit("LAMPNAME_2", false); SetLampLit("LAMPNAME_3", false); //And so-on with each lamp you want to shut off. } //__________________________________ Each phrase/word in there that is capitalized, just change to the names of its correspondence. RE: Candle fade - Khyrpa - 11-08-2011 (11-08-2011, 07:05 PM)Statyk Wrote: {The SetLampLit function has one more bool after. I'm not sure if it works without setting it to true or false. SetLampLit(string& asName, bool abLit, bool abEffects); the bool abEffects adds a sound/particle effect or something when the lamp is lit/unlit, so setting it true might be good. SetLampLit("LAMPNAME", false, true); RE: Candle fade - proshitness - 11-08-2011 OK thanks , another question, when you do level doors, do you do the entire map on one file or do you make a bunch of them? RE: Candle fade - Khyrpa - 11-08-2011 Thats makes almost no sense ![]() Level door functions as a door between different map files. So if you want to teleport a player to a different part inside the same map file, just use some teleport script. RE: Candle fade - proshitness - 11-08-2011 ok thanks it didn't work... RE: Candle fade - Statyk - 11-09-2011 (11-08-2011, 07:48 PM)proshitness Wrote: OK thanks , another question, when you do level doors, do you do the entire map on one file or do you make a bunch of them?Again.... could you elaborate? I don't understand what you're asking... RE: Candle fade - proshitness - 11-09-2011 the other question never mind but the script didn't work... can you help me? |