Level door text - 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: Level door text (/thread-12716.html) |
Level door text - Datguy5 - 01-19-2012 Hello! How do i make a text appear in the screen when the player looks at a level door? Here is my script file: //////////////////////////// // Run when the map starts void OnStart() { AddUseItemCallback("", "Khii", "Lockedd", "KeyOnDoor", true); SetEntityCallbackFunc("Khii", "OnPickup"); AddEntityCollideCallback("Player", "FlyingJesus_1", "HolyJesus", true, 1); AddEntityCollideCallback("Jesus1", "FlyingJesus_1", "Sound", true, 1); AddEntityCollideCallback("Player", "Closett", "Monstar", true, 1); AddEntityCollideCallback("Player", "Slam1", "func_slam", true, 1); SetEntityCallbackFunc("Avain", "OnPickup"); } void HolyJesus(string &in asParent, string &in asChild, int alState) { SetEntityActive("Jesus1", true); AddPropForce("Jesus1", 0, 0, 20000, "World"); } void Sound(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "24_iron_maiden.snt", "FlyingJesus_1", 0, false); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("grunt_1", true); GiveSanityDamage(10.0f, true); AddEnemyPatrolNode("grunt_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_2", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_3", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_4", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_5", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_6", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_7", 1, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_8", 2, ""); AddEnemyPatrolNode("grunt_1", "PathNodeArea_9", 1, ""); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("Slammer", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(10.0f, true); } void Monstar(string &in asParent, string &in asChild, int alState) { SetEntityActive("Closet", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Lockedd", false, true); PlaySoundAtEntity("", "unlock_door", "Lockedd", 0, false); RemoveItem("Khii"); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } And here is my extra_english.lang file: <LANGUAGE> <CATEGORY Name="CustomStoryMain"> <Entry Name="Description">It is year 1898 and your name is John Martin.You are a crazy torturer,who doesnt feel mercy.Now the spirits of the dead people are haunting you and causing strange events.You need to find a potion that will free you from the spirits.</Entry> </CATEGORY> <CATEGORY Name="Journal"> <Entry Name="Note_Test01_Name">Secret Passage</Entry> <Entry Name="Note_Test01_Text">I've succesfully hidden the hole with a carpet that leads to my torture chambers.Unfortunately my door that was leading there collapsed.So i had to dig a tunnel because the rocks were too heavy to be moved.</Entry> </CATEGORY> </LANGUAGE> RE: Level door text - flamez3 - 01-19-2012 SetMessage(string& asTextCategory, string& asTextEntry, float afTime); asTextCategory - the category in the .lang file asTextEntry - the entry in the .lang file afTime - determines how long the message is displayed. If time is < =0 then the life time is calculated based on string length RE: Level door text - Datguy5 - 01-19-2012 Ok.What about the language file?And does the text appear when i look at the door? RE: Level door text - flamez3 - 01-19-2012 Do you mean like a sign? Like it appears every time you look at it? RE: Level door text - Datguy5 - 01-19-2012 Yes,whenever the player looks at it. RE: Level door text - flamez3 - 01-19-2012 Sorry, the only thing I would know is to add a script area over it and make it a "sign". That's all I know about it :/ RE: Level door text - Datguy5 - 01-19-2012 Should there be this script in the hps file? SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt); RE: Level door text - oscar1007 - 01-19-2012 http://www.youtube.com/watch?v=2BNFw7PR6d4 Easy RE: Level door text - Datguy5 - 01-19-2012 (01-19-2012, 05:45 PM)oscar1007 Wrote: http://www.youtube.com/watch?v=2BNFw7PR6d4Thanks! |