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need a little with a script - 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: need a little with a script (/thread-11717.html) |
need a little with a script - christopher231 - 12-06-2011 Hey, in my story i have this little puzzle at the start and once you complete it you find a lever, and i want this lever to open a "safety_large_vert" but i can't seem to make it work. SetEntityConnectionStateChangeCallback("levertodoor1", "Func_shelf"); } void Func_shelf(string &in asEntity, int alState) { if (alState == 1) { SetMoveObjectState("safety_large_vert_1",1.0f); PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); return; } } This is what i have, i have used this script to open a "castlebase_secret_door" and it worked. so if anyone can help me out, i'll i give you a High Five ![]() RE: need a little with a script - flamez3 - 12-06-2011 (12-06-2011, 02:16 PM)christopher231 Wrote: Hey, in my story i have this little puzzle at the start and once you complete it you find a lever, and i want this lever to open a "safety_large_vert" but i can't seem to make it work.Are you sure you can move that object? I'm asking because I don't know either :3 RE: need a little with a script - Your Computer - 12-06-2011 Do you mind showing the rest of the script? I want to make sure where and how the connection state change callback is being set. RE: need a little with a script - christopher231 - 12-08-2011 (12-06-2011, 02:25 PM)flamez3 Wrote:i don't know if you can, because you can't go up to it and move it.(12-06-2011, 02:16 PM)christopher231 Wrote: Hey, in my story i have this little puzzle at the start and once you complete it you find a lever, and i want this lever to open a "safety_large_vert" but i can't seem to make it work.Are you sure you can move that object? I'm asking because I don't know either :3 (12-06-2011, 05:37 PM)Your Computer Wrote: Do you mind showing the rest of the script? I want to make sure where and how the connection state change callback is being set.so do you mean the whole .hps file? RE: need a little with a script - Your Computer - 12-08-2011 (12-08-2011, 03:02 AM)christopher231 Wrote: so do you mean the whole .hps file? Yeah. RE: need a little with a script - christopher231 - 12-08-2011 (12-08-2011, 03:06 AM)Your Computer Wrote:(12-08-2011, 03:02 AM)christopher231 Wrote: so do you mean the whole .hps file? void OnStart() { SetPlayerActive(false); SetPlayerCrouching(true); FadeOut(0); FadeIn(3); AddTimer("T1", 3, "Intro"); AddTimer("T2", 6, "Intro"); AddTimer("T3", 8, "Intro"); AddTimer("T4", 10, "Intro"); AddTimer("T5", 12, "Intro"); PreloadSound("24_pipe.snt"); AddEntityCollideCallback("Player", "ScriptArea_2", "Func_monster_1", true, 1); AddEntityCollideCallback("Player", "Crying", "PlayerLook", true, 1); AddUseItemCallback("", "key_tower_1", "prison_1", "FUNCTION", true); AddUseItemCallback("", "key_tomb_rusty_1", "wrongcabinet1", "FUNCTION_wrong1", true); AddUseItemCallback("", "key_tomb_rusty_1", "wrongcabinet2", "FUNCTION_wrong2", true); AddUseItemCallback("", "key_tomb_rusty_1", "rightcabinet", "FUNCTION_right", true); AddUseItemCallback("", "Puzzlekey", "puzzlecabinet", "FUNCTION_puzzle1", true); SetEntityConnectionStateChangeCallback("levertodoor1", "Func_shelf"); } void Func_shelf(string &in asEntity, int alState) { if (alState == 1) { SetMoveObjectState("safety_large_vert_1",1.0f); PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); return; } } void FUNCTION_wrong1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("wrongcabinet1", false, true); PlaySoundAtEntity("", "unlock_door", "wrongcabinet1", 0, false); RemoveItem("key_tomb_rusty_1"); SetEntityActive("servant_brute_1", true); } void FUNCTION_wrong2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("wrongcabinet2", false, true); PlaySoundAtEntity("", "unlock_door", "wrongcabinet2", 0, false); RemoveItem("key_tomb_rusty_1"); SetEntityActive("servant_brute_1", true); } void FUNCTION_right(string &in asItem, string &in asEntity) { SetSwingDoorLocked("rightcabinet", false, true); PlaySoundAtEntity("", "unlock_door", "rightcabinet", 0, false); RemoveItem("key_tomb_rusty_1"); } void FUNCTION_puzzle1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("puzzlecabinet", false, true); PlaySoundAtEntity("", "unlock_door", "puzzlecabinet", 0, false); RemoveItem("Puzzlekey"); } void FUNCTION(string &in asItem, string &in asEntity) { SetSwingDoorLocked("prison_1", false, true); PlaySoundAtEntity("", "unlock_door", "prison_1", 0, false); RemoveItem("key_tower_1"); } void Func_monster_1(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "15_man02_whimp.snt", "ScriptArea_3", 0, false); SetMessage("screendisplay", "Note_someonecrying_Name", 5); } void PlayerLook(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("ScriptArea_3", 3.0f, 3.6f, "ScreenShake"); AddTimer("look01", 4.0f, "Timer_1"); StartScreenShake (0.2f, 0.2f, 1.0f, 1.0f); PlaySoundAtEntity("", "ui_insanity_touch.snt", "Player", 0, false); SetMessage("screendisplay", "Note_whatisthat_Name", 5); } void Timer_1(string &in asTimer) { StopPlayerLookAt(); } void Intro(string &in asTimer) { string x = asTimer; if (x == "T1") { PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false); FadeOut(3); } else if (x == "T2") { FadeIn(3); PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false); StartPlayerLookAt("ScriptArea_2", 2, 2, ""); SetMessage("screendisplay", "Note_whereami_Name", 5); } else if (x == "T3") { StopPlayerLookAt(); StartPlayerLookAt("ScriptArea_1", 2, 2, ""); SetMessage("screendisplay", "Note_anote_Name", 5); } else if (x == "T4") { PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); StopPlayerLookAt(); } else if (x == "T5") { SetPlayerCrouching(false); SetPlayerActive(true); } } void OnEnter() { } void OnLeave() { } here's the whole file everything else works Don't worry i got it to work, i had to use a crank... thanks anyway |