[SCRIPT] Door - 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: [SCRIPT] Door (/thread-11280.html) |
Door - proshitness - 11-09-2011 How to do a door swing lock script? the door is :castle_1 script area: Shut1 this is the script if you can help: Code: void OnStart(){ AddEntityCollideCallback("Player", "Shut1", "CloseDoors", true, 1);} RE: Door - flamez3 - 11-09-2011 void OnStart() { AddEntityCollideCallback("Player", "Shut1", "CloseDoors", true, 1); } void CloseDoors(string &in asParent, bool abChild, bool abEffects) { setSwingDoorLocked("castle_1", true, true); } That should work RE: Door - Statyk - 11-09-2011 This should work. Includes the wind sound. If the sound does not play, you will have to make a Script Area near the door, title it something and change the name at: "PlaySoundAtEntity("", "general_wind_whirl.snt", "castle_1", 0, false);" to the name of the Script Area and it will work fine. Also, organizing your script with "Enter"s and "Tab"s can help a LOT. Your issues(fixed): - An entity collide does not have "bool abEffects", It is "int alState". - SetSwingDoorLocked was spelled: "setSwingDoorLocked" again with the capitalizations buddy =] Just copy and paste this all. Code: void OnStart() RE: Door - proshitness - 11-11-2011 the door didn't work =\ RE: Door - flamez3 - 11-11-2011 (11-11-2011, 01:24 PM)proshitness Wrote: the door didn't work =\Didn't work? Are you talking about locking a closed door, or by slamming an open door shut and than lock the door? RE: Door - proshitness - 11-11-2011 slamming an open door shut and than lock the door RE: Door - flamez3 - 11-11-2011 (11-11-2011, 02:45 PM)proshitness Wrote: slamming an open door shut and than lock the doorwell than you need to add propforce: AddPropForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem); SetSwingDoorLocked(string& asName, bool abLocked, bool abEffects); RE: Door - proshitness - 11-11-2011 Where to put it? RE: Door - Unearthlybrutal - 11-11-2011 Use this instead of PropForce: SetSwingDoorClosed("castle_1", true, true); It's much easier Here is the full thing: void OnStart() { AddEntityCollideCallback("Player", "Shut1", "CloseDoors", true, 1); } void CloseDoors(string &in asParent, bool abChild, bool abEffects) { SetSwingDoorClosed("castle_1", true, true); SetSwingDoorLocked("castle_1", true, true); } RE: Door - proshitness - 11-11-2011 didn't work |