How to script the guardian effect? - 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: How to script the guardian effect? (/thread-13552.html) Pages:
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How to script the guardian effect? - Shives - 02-24-2012 Hi I want to script the guardian effect,this means How to script it that an Object fades in. If I use Set Entity Active it looks awful. RE: How to script the guardian effect? - Obliviator27 - 02-24-2012 SetPropActiveAndFade is probably what you're looking for. RE: How to script the guardian effect? - SilentStriker - 02-24-2012 and do some particles and it should look nice RE: How to script the guardian effect? - Shives - 02-25-2012 The result main(27,3):ERR :No matching signatures to 'SetPropActiveAndFade(string@&, const bool)' My Script //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1); AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1); AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1); } void Slime(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false); AddTimer("", 4, "Wispher"); } void Wispher(string &in asTimer) { PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false); AddTimer("", 7, "Help"); } void Help(string &in asTimer) { PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false); } void S(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade("S_1", true); SetPropActiveAndFade("S_2", true); SetPropActiveAndFade("S_3", true); SetPropActiveAndFade("S_4", true); SetPropActiveAndFade("S_4", true); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } void Scare(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade("P_1", true); SetPropActiveAndFade("P_2", true); SetPropActiveAndFade("P_3", true); SetPropActiveAndFade("P_4", true); SetPropActiveAndFade("P_5", true); SetPropActiveAndFade("P_6", true); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } RE: How to script the guardian effect? - SilentStriker - 02-25-2012 (02-25-2012, 09:52 AM)Shives Wrote: The resultYou forgot the last part of the SetPropActiveAndFade SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime); asName - internal name abActive - nothing to add afFadeTime - time in seconds until prop fully fades RE: How to script the guardian effect? - Shives - 02-25-2012 New Problem main(27,22):ERR : 'S_1' is not declared The same with the other Objects i want to fade -.- //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1); AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1); AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1); } void Slime(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false); AddTimer("", 4, "Wispher"); } void Wispher(string &in asTimer) { PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false); AddTimer("", 7, "Help"); } void Help(string &in asTimer) { PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false); } void S(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade(S_1, true, 0,9); SetPropActiveAndFade(S_2, true, 0,9); SetPropActiveAndFade(S_3, true, 0,9); SetPropActiveAndFade(S_4, true, 0,9); SetPropActiveAndFade(S_5, true, 0,9); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } void Scare(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade(P_1, true, 0,9); SetPropActiveAndFade(P_2, true, 0,9); SetPropActiveAndFade(P_3, true, 0,9); SetPropActiveAndFade(P_4, true, 0,9); SetPropActiveAndFade(P_5, true, 0,9); SetPropActiveAndFade(P_6, true, 0,9); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } RE: How to script the guardian effect? - SilentStriker - 02-25-2012 S_1 is not declared because all the S_ and p_ should be inside "" for example "S_1" because they are Strings RE: How to script the guardian effect? - Shives - 02-25-2012 The result main(27,3):ERR :No matching signatures to 'SetPropActiveAndFade(string@&, const bool, const uint, const uint' RE: How to script the guardian effect? - SilentStriker - 02-25-2012 SetPropActiveAndFade("S_5", true, 0.9f); is how it should look like RE: How to script the guardian effect? - Shives - 02-25-2012 main (27,38) : ERR : Expected ')'or',' //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1); AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1); AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1); } void Slime(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false); AddTimer("", 4, "Wispher"); } void Wispher(string &in asTimer) { PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false); AddTimer("", 7, "Help"); } void Help(string &in asTimer) { PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false); } void S(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade("S_1", true, 0,9f); SetPropActiveAndFade("S_2", true, 0,9f); SetPropActiveAndFade("S_3", true, 0,9f); SetPropActiveAndFade("S_4", true, 0,9f); SetPropActiveAndFade("S_5", true, 0,9f); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } void Scare(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false); SetPropActiveAndFade("P_1", true, 0,9f); SetPropActiveAndFade("P_2", true, 0,9f); SetPropActiveAndFade("P_3", true, 0,9f); SetPropActiveAndFade("P_4", true, 0,9f); SetPropActiveAndFade("P_5", true, 0,9f); SetPropActiveAndFade("P_6", true, 0,9f); StartScreenShake(0.9f, 1, 0.9f, 1.0f); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } |