How do i make Statues despawn? - 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 do i make Statues despawn? (/thread-15989.html) Pages:
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How do i make Statues despawn? - Putkimato - 06-09-2012 I made 7 knights spawn when i go in area, but how i make them dissapear like after 5 second? Please help fast! RE: How do i make Statues despawn? - Putkimato - 06-09-2012 (06-09-2012, 12:24 PM)Robosprog Wrote: Add a timer before you set them inactive? I think that's a solution.Uhm. I dont know how i do that Could you make it for me? RE: How do i make Statues despawn? - FlawlessHappiness - 06-09-2012 AddTimer("", 5, KnightsDespawn); void KnightsDespawn(string &in asTimer) { SetEntityActive("Knight1", false); SetEntityActive("Knight2", false); SetEntityActive("Knight3", false); SetEntityActive("Knight4", false); SetEntityActive("Knight5", false); } RE: How do i make Statues despawn? - Putkimato - 06-09-2012 (06-09-2012, 12:24 PM)Robosprog Wrote: Add a timer before you set them inactive? I think that's a solution. (06-09-2012, 12:36 PM)beecake Wrote: AddTimer("", 5, KnightsDespawn);Ty! (06-09-2012, 12:36 PM)beecake Wrote: AddTimer("", 5, KnightsDespawn);Uhm.. Could you clear my code? Because im getting error: main(92, 1) : ERR UNEXPECTED END OF FILE //////////////////////////// // Run when entering map void OnEnter() { AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true); SetEntityPlayerInteractCallback("cabinettrap", "Spawn", true); AddUseItemCallback("", "giantkey1", "cellarmain", "KeyOnDoor2", true); SetEntityPlayerInteractCallback("note1", "Morsot1", true); AddEntityCollideCallback("Player", "knact", "knact", true, 1); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false); RemoveItem("key_1"); } void Spawn(string &in asEntity) { SetEntityActive("corpse1", true); AddTimer("Scare", 0.5f, "Scare1"); } void Scare1(string &in asTimer) { GiveSanityDamage(10, true); PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); } void KeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("cellarmain", false, true); PlaySoundAtEntity("", "unlock_door", "cellarmain", 0, false); RemoveItem("giantkey1"); } void Morsot1(string &in item) { SetEntityActive("morso1", true); } void knact(string &in asParent, string &in asChild, int alState) { SetEntityActive("kn1", true); SetEntityActive("kn2", true); SetEntityActive("kn3", true); SetEntityActive("kn4", true); SetEntityActive("kn5", true); SetEntityActive("kn6", true); SetEntityActive("kn7", true); AddTimer("", 3, KnightsDespawn); void KnightsDespawn(string &in asTimer) { SetEntityActive("kn1", false); SetEntityActive("kn2", false); SetEntityActive("kn3", false); SetEntityActive("kn4", false); SetEntityActive("kn5", false); SetEntityActive("kn6", false); SetEntityActive("kn7", false); } RE: How do i make Statues despawn? - FlawlessHappiness - 06-09-2012 AddTimer ("", 3, "KnightsDespawn"); Sorry i forgot putting in quotations Always remember that! and also void Morsot1(string &in asItem) I believe it is asItem, like in everything else (asEntity, asTimer, asChild, asParent...) When is morsot used anyway.. You don't call that function inside the script. Do you call it in the level editor? RE: How do i make Statues despawn? - Putkimato - 06-09-2012 (06-09-2012, 01:15 PM)beecake Wrote: AddTimer ("", 3, "KnightsDespawn");Still the same problem.. Unexpected end of file RE: How do i make Statues despawn? - i3670 - 06-09-2012 { AddTimer("KnightSpawner1", 5.0f, "KnightTimer"); } void KnightTimer(string &in asTimer) { if(asTimer == "KnightSpawner1"){ SetEntityActive("Knight1", false); } } RE: How do i make Statues despawn? - Putkimato - 06-09-2012 (06-09-2012, 01:45 PM)i3670 Wrote: {STill SAME! .. (06-09-2012, 01:45 PM)i3670 Wrote: {Or then i added it to wrong position. Could you add it to my code? RE: How do i make Statues despawn? - i3670 - 06-09-2012 void knact(string &in asParent, string &in asChild, int alState) { SetEntityActive("kn1", true); SetEntityActive("kn2", true); SetEntityActive("kn3", true); SetEntityActive("kn4", true); SetEntityActive("kn5", true); SetEntityActive("kn6", true); SetEntityActive("kn7", true); AddTimer("KnightSpawner1", 3.0f, "KnightsDespawn"); void KnightsDespawn(string &in asTimer) { if(asTimer == "KnightSpawner1"){ SetEntityActive("kn1", false); SetEntityActive("kn2", false); SetEntityActive("kn3", false); SetEntityActive("kn4", false); SetEntityActive("kn5", false); SetEntityActive("kn6", false); SetEntityActive("kn7", false); } } RE: How do i make Statues despawn? - Ermu - 06-09-2012 void Morsot1(string &in asItem) Correct onestring &in asEntity) (06-09-2012, 04:15 PM)i3670 Wrote: if(asTimer == "KnightSpawner1"){Isn't needed. void KnightsDespawn(string &in asTimer) { SetEntityActive("kn1", false); SetEntityActive("kn2", false); SetEntityActive("kn3", false); SetEntityActive("kn4", false); SetEntityActive("kn5", false); SetEntityActive("kn6", false); SetEntityActive("kn7", false); } Is correct. void knact(string &in asParent, string &in asChild, int alState) { SetEntityActive("kn1", true); SetEntityActive("kn2", true); SetEntityActive("kn3", true); SetEntityActive("kn4", true); SetEntityActive("kn5", true); SetEntityActive("kn6", true); SetEntityActive("kn7", true); AddTimer("", 3, KnightsDespawn); } You forgot to close this one with an } (06-09-2012, 01:15 PM)beecake Wrote: You don't call that function inside the script.It's called in the void OnStart. so (string &in asEntity) SetEntityPlayerInteractCallback("note1", "Morsot1", true); |