Script with the "sewer door" - 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: Script with the "sewer door" (/thread-15618.html) Pages:
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Script with the "sewer door" - stevenbocco - 05-25-2012 Hey guys, so i got a new challenge for you. i want to make a "sewer" you know that one from the game when you first meet the water monster, so i want to make a wheel to turn and when you turn it the sewer door will match the wheel when it turn, how to i do that, what scripts and what should i write ? RE: Script with the "sewer door" - Datguy5 - 05-25-2012 Check the water level script and see how they did it. RE: Script with the "sewer door" - Putmalk - 05-25-2012 InteractConnectPropWithMoveObject(string& asName, string& asPropName, string& asMoveObjectName, bool abInteractOnly, bool abInvert, int alStatesUsed); So a script would look like: Code: void OnStart() RE: Script with the "sewer door" - stevenbocco - 05-25-2012 (05-25-2012, 02:43 PM)Putmalk Wrote: i see but what is the valve_rusty_1 other wise im greatfull thanks ! RE: Script with the "sewer door" - Putmalk - 05-25-2012 It's just a random name of the wheel. You have a wheel prop and a door prop. Wheel prop in my example was called "Valve_rusty_1" but that's just anything, it can be any name as long as it exists on the map. Door prop same thing, the example I used was "Castle_portcullis_1". RE: Script with the "sewer door" - stevenbocco - 05-25-2012 (05-25-2012, 02:55 PM)Putmalk Wrote: It's just a random name of the wheel. RE: Script with the "sewer door" - Putmalk - 05-25-2012 Are you familiar with how scripting works? Have you made a simple door -> key puzzle before? If you have, then you're familiar with object names and referring to them in the script. In this example, we have a singular function called InteractConnectPropWithMoveObject. InteractConnectPropWithMoveObject(string& asName, string& asPropName, string& asMoveObjectName, bool abInteractOnly, bool abInvert, int alStatesUsed); This function takes in six parameters. I'll explain them below: This function connects a prop to an object that can move (like a door) so that when the prop is interacted with, the door will move with it. Hence, the wheel to door connection. Parameter 1: First, we define a name for the callback. This can be anything. For my example I chose "wheel to door". Parameter 2 and 3: When we create a wheel entity in the editor, such as valve_rusty, it gets assigned a name, such as valve_rusty_1. This is how the game sees it, how it refers to it, and everything you do that involves valve_rusty_1 will always be attached that one wheel entity. The function asks us to name two entities, one entity that is interacted with, and another that gets moved as a result of that interaction. Parameter 2 is the wheel object, parameter 3 is the door object. Parameter 4: It's called "InteractOnly" and it's a boolean argument (true or false). I do believe that means it only moves the object when you interact with the entity, so I set this true. Just set it true, it's not worth explaining. I don't fully understand it myself. Parameter 5: This, if set to true, inverts the connection. Not very important for what you want to do. Set it false, and don't question it. Parameter 6: States used, I believe this is referring to the direction that you spin the wheel in. I want it to spin both ways, so I'll put a 0 here. 1 would be spinning toward the maximum value, -1 would be toward the minimum value, but once again, not worth explaining. Just set it to 0. Hope that helps. Just remember that for parameter 2 and 3, we are putting in the name of the objects that we want to interact with and affect. If we are interacting with a wheel called valve_rusty_1, then that is parameter 2, and if we want the door castle_portcullis_1 to move, then that is what we place in parameter 3. Can't explain it anymore than this, if you are confused then I don't know what to do. :/ RE: Script with the "sewer door" - stevenbocco - 05-25-2012 (05-25-2012, 03:16 PM)Putmalk Wrote: okey so i think that im sure but i can just put this to the void OnStart ? create the entitys in the map and then it will work ? RE: Script with the "sewer door" - Putmalk - 05-25-2012 Yuppp. That should do it. RE: Script with the "sewer door" - stevenbocco - 05-25-2012 (05-25-2012, 03:34 PM)Putmalk Wrote: yes it work thanks alot just one more problem it's moving to fast xD |