why wont this work :< - 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: why wont this work :< (/thread-12507.html) |
why wont this work :< - Quotentote - 01-10-2012 PHP Code: void OnStart() i want that the player enters an area wich makes the door explode (not interacting with any entetie) RE: why wont this work :< - flamez3 - 01-10-2012 Is it giving you an error? RE: why wont this work :< - Quotentote - 01-10-2012 no^^ i can hear the sound files but the door doesnt explode (01-10-2012, 10:16 AM)flamez3 Wrote: Is it giving you an error? RE: why wont this work :< - flamez3 - 01-10-2012 What door is this? RE: why wont this work :< - Quotentote - 01-10-2012 a prison section (im on that part you already know^^) the grunt cant smash the door so i created an area that gets activated after the first script. i want the player to get chased after entering the second script area so that he has a little chance if its not 'smashable' could i do something like unlocking the door with that script? RE: why wont this work :< - flamez3 - 01-10-2012 I'm not sure if that door can be broken. If the sounds are playing it means that the function is being called; but the door isn't been destroyed. Yeh; sounds like it can't be broken. :/ I guess you would just have to make the door open instead of it breaking apart. RE: why wont this work :< - Quotentote - 01-10-2012 PHP Code: SetSwingDoorLocked("door1", false, true); ? PHP Code: void func_slam(string &in asParent, string &in asChild, int alState) tried this but it didnt work T_T RE: why wont this work :< - flamez3 - 01-10-2012 (01-10-2012, 10:33 AM)Quotentote Wrote:That only unlocks the door, doesn't make it swing open. AddPropImpulse("door1", float afX, float afY, float afZ, "world"); The floats are X, Y and Z. Look into the map and check what axis the door moves on to open. Then add like a 2 or 4 on that float, leave all the others to 0. Or you could just SetEntityActive("door1", false); SetEntityActive("door2", true); Click on the door1 and hit Ctrl + D and make door2 unactive, also make the OpenAmount to 1. RE: why wont this work :< - Quotentote - 01-10-2012 okay thanks im going to use the active/inactive thing cause im not pretty goot in these propimpulse things...a few more tips and i have to write 'made by flamez3' o.o RE: why wont this work :< - flamez3 - 01-10-2012 Hahaha ^^ |