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SetPlayerLookAt Questions - BadCoverMan - 02-25-2012 Hello there. What I am hoping to achieve is that I have the player enter a room with a living entity in it. He then pulls a lever, which plays the "guardian activate" sound, and activates a Script Area in the doorway. As soon as he tries to leave and collides with it, he is forced to look back at the entity. The entity then warns him about something. This is what I have so far, it's pretty much everything except the functions to be executed when leaving through the door. Edit: Also, the sound file to played will be "warning_1.snt" Spoiler below!
I appreciate the help, thank you. RE: SetPlayerLookAt Questions - Unearthlybrutal - 02-25-2012 StartPlayerLookAt("[entity name here]", 3.0f, 5.0f, ""); RE: SetPlayerLookAt Questions - BadCoverMan - 02-25-2012 (02-25-2012, 08:26 PM)Unearthlybrutal Wrote: StartPlayerLookAt("[entity name here]", 3.0f, 5.0f, "");Worked perfectly. It played the sound too, but I tried to add a timer and it didn't do what I wanted it to. This is what it looks like. Spoiler below!
I wanted both things to happen after 4 seconds. RE: SetPlayerLookAt Questions - Unearthlybrutal - 02-25-2012 void Warning(string &in asTimer) { StopPlayerLookAt(); FadeEnemyToSmoke("alexander_1", true); } void Onstart(); { AddEntityCollideCallback("Player", "Warning_1", "EntityTalk", true, 1); } void EntityTalk(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("alexander_1", 3.0f, 5.0f, ""); PlaySoundAtEntity("", "warning_1.snt", "Player", 0, false); AddTimer("stoplook", 4, "Warning"); } RE: SetPlayerLookAt Questions - BadCoverMan - 02-25-2012 (02-25-2012, 09:17 PM)Unearthlybrutal Wrote: void Warning(string &in asTimer)Thank you very much. I just realized though that Alexander is not an "enemy" so FadeEnemyToSmoke wouldn't necessarily work. I'd rather not have him just abruptly disappear so is there any way to fade him to smoke? RE: SetPlayerLookAt Questions - Unearthlybrutal - 02-25-2012 SetPropActiveAndFade("alexander_1", false, 3.0f); Fades the entity away. ...you can use particle system to make the smoke CreateParticleSystemAtEntity("particle", " [particlesystem you want to use].ps ", "alexander_1" , false); RE: SetPlayerLookAt Questions - BadCoverMan - 02-26-2012 (02-25-2012, 10:28 PM)Unearthlybrutal Wrote: SetPropActiveAndFade("alexander_1", false, 3.0f);Thank you very much! I really appreciate your help RE: SetPlayerLookAt Questions - Unearthlybrutal - 02-26-2012 No problem |