Forcing view of the player to look at a door when it slams shut - 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: Forcing view of the player to look at a door when it slams shut (/thread-13282.html) |
Forcing view of the player to look at a door when it slams shut - DrDean - 02-12-2012 Hi, I'm trying to do exactly what the thread title states. I got the door slam part down, but I'm having difficulty having the view change work. I should probably mention that I have no programming background, so this is all new to me. Looking at the script functions list on the Wiki, it seems like this is exactly what I need: Code: void StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback); However, I have absolutely no idea how to plop it into my current door-slam script. Where should I put it? What variables am I changing? I'm not asking you to do my work for me, but I need a push. This is what I currently have: void OnStart() { AddEntityCollideCallback("Player", "pooarea", "func_slam", true, 1); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } Thanks in advance, guys. RE: Forcing view of the player to look at a door when it slams shut - Darkaroth - 02-12-2012 use StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback); go to [url]http://wiki.frictionalgames.com/hpl2/amnesia/script_functions#general2[/url] and search for the command it should say what to fill in where.
then put it below void func_slam. next to setswingdoorclosed ect.
RE: Forcing view of the player to look at a door when it slams shut - DrDean - 02-12-2012 I'm trying this, but it's giving me curly bracket errors. void OnStart() { AddEntityCollideCallback("Player", "pooarea", "func_slam", true, 1); //Func for door slam/player look } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void StartPlayerLookAt(string& mansion_1, 1, 1, string& func_slam); { //Gives the error here } void StopPlayerLookAt(); { //And here } If I'm doing this correctly, which I'm obviously not, the player's view should shift to the door (mansion_1) when they enter the script area (pooarea aka func_slam) RE: Forcing view of the player to look at a door when it slams shut - Prelauncher - 02-12-2012 You should put the "StartPlayerLookAt" under the "func_slam" function. The computer doesn´t call that function in the script´s current state. You should also add a timer which after an aproperiate time call the function, for example; addtimer("StopLook", 3, "NoLooking"); void NoLooking(string &in as Timer) { StopPlayerLookAt(); } RE: Forcing view of the player to look at a door when it slams shut - onv - 02-12-2012 Use this : void OnStart() { AddEntityCollideCallback("Player", "pooarea", "func_slam", true, 1); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); SetPlayerActive(false); StartPlayerLookAt("mansion_1", 3.0f, 5.0f, ""); AddTimer("timer01", 1.5f, "StopLook"); void StopLook(string &in asTimer) { StopPlayerLookAt(); SetPlayerActive(true); } RE: Forcing view of the player to look at a door when it slams shut - DrDean - 02-12-2012 Yes! I got it. This is fun. Thanks, man. RE: Forcing view of the player to look at a door when it slams shut - onv - 02-12-2012 Having fun scaring your friends ! Note: i just saw that there is an error , in the wiki script (so , in yours too) Add ".snt" at the end of "react_scare" like so : PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); RE: Forcing view of the player to look at a door when it slams shut - Myselium - 02-22-2012 Doesn't work for me... EDIT: Nevermind, got it working! |