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[LVL ED] Cell_Breakable_Wall isn't breaking! - 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: [LVL ED] Cell_Breakable_Wall isn't breaking! (/thread-12497.html) |
Cell_Breakable_Wall isn't breaking! - MissMarilynn - 01-09-2012 The wall isn't breaking...why is this happening? I want to be able to throw a chair or any object at it to break it. Is there a different wall I should choose that's similar to it? RE: Cell_Breakable_Wall isn't breaking! - Inurias - 01-09-2012 You probably need to make a script again :3 Hint: You will most likely need: Code: void SetPropHealth(string& asName, float afHealth); There are probably more ways to detect the chair touching the wall, but you could just use an Area again. - Inurias RE: Cell_Breakable_Wall isn't breaking! - MissMarilynn - 01-09-2012 (01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3*cries* I hate scripting. ![]() so how would I write that out? >_<; RE: Cell_Breakable_Wall isn't breaking! - RawkBandMan - 01-10-2012 (01-09-2012, 10:54 PM)MissMarilynn Wrote:(01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3*cries* I hate scripting. Code: OnStart() Sometime like that... RE: Cell_Breakable_Wall isn't breaking! - MissMarilynn - 01-10-2012 (01-10-2012, 12:48 AM)XxRoCkBaNdMaNxX Wrote:(01-09-2012, 10:54 PM)MissMarilynn Wrote:(01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3*cries* I hate scripting. Why would you need a script area to break something? Should ScriptArea1 be the item? and I want any item to break the wall not just a chair. RE: Cell_Breakable_Wall isn't breaking! - flamez3 - 01-10-2012 If you want any item to break the wall this might take a while. You would have to make a addentitycollidecallback for every entity that can be picked up in the room and link them all to "breakwall". (note I haven't tested this out yet) AddEntityCollideCallback would need to use a scriptarea, unless you were to make a callback on the wall itself...e.g: AddEntityCollideCallback("", "chair_1", "breakable_wall_1 ", "breakwall", true); It's up to you. Either way you would need to use AddEntityCollideCallback RE: Cell_Breakable_Wall isn't breaking! - RawkBandMan - 01-10-2012 (01-10-2012, 01:26 AM)MissMarilynn Wrote:For any item to break it, you would need to make like different scripts for each of the items in the map. Unless you feel like making 10 different scripts all on the same thing it's honestly not really worth it.(01-10-2012, 12:48 AM)XxRoCkBaNdMaNxX Wrote:(01-09-2012, 10:54 PM)MissMarilynn Wrote:(01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3*cries* I hate scripting. RE: Cell_Breakable_Wall isn't breaking! - flamez3 - 01-10-2012 (01-10-2012, 02:55 AM)XxRoCkBaNdMaNxX Wrote:(01-10-2012, 01:26 AM)MissMarilynn Wrote:For any item to break it, you would need to make like different scripts for each of the items in the map. Unless you feel like making 10 different scripts all on the same thing it's honestly not really worth it.(01-10-2012, 12:48 AM)XxRoCkBaNdMaNxX Wrote:(01-09-2012, 10:54 PM)MissMarilynn Wrote:(01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3*cries* I hate scripting. Not really, you can have them all adding to the same function, but you will have to create separate callbacks if that what you were meaning. |