[LVL ED] New Question: How to create a 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: [LVL ED] New Question: How to create a door (/thread-16326.html) |
RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-24-2012 I personally couldn't find a way. the easiest way would be to model a wall with hole in a 3d modelling program, and place it in the same place as the castle wall hole + wall, and move it a bit slightly forth so that the mansionbase wall is visible instead of the castle wall. But I myself can't try that out, since I suck at modeling. Try a 3d modelling program like Maya or blender and try your luck. RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-24-2012 (06-24-2012, 06:08 PM)FastHunteR Wrote: I personally couldn't find a way. the easiest way would be to model a wall with hole in a 3d modelling program, and place it in the same place as the castle wall hole + wall, and move it a bit slightly forth so that the mansionbase wall is visible instead of the castle wall. But I myself can't try that out, since I suck at modeling. Try a 3d modelling program like Maya or blender and try your luck.Thanks, Ill try Blender Now I'm trying to make a Pot appear in middle air behind the Player and when it falls breaks and makes the noise. I used this script: Quote:void OnStart() But when I step the Script area it does nothing :/ I checked the names of the entities and they are fine. What is the problem? I tried to use the force script that pushes an entity, but couldn't make it. RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-24-2012 wrong callback syntax for collide callback. if you look in the engine scripts page, you see it's this one: void PotBreaks(string &in asParent, string &in asChild, int alState) RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-24-2012 (06-24-2012, 10:14 PM)FastHunteR Wrote: wrong callback syntax for collide callback. if you look in the engine scripts page, you see it's this one:Thank you, it's working now +1 Rep EDIT: http://www.youtube.com/watch?v=hcmjjXTA00U&feature=player_embedded#t=180s 3:00 - 3:05, how can I do that "zoom in/out" effect? Also, how do I unlit the candles by script? Like after wind comes. RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-29-2012 When in doubt, check how frictional games made it. I searched it out for you: void FadePlayerFOVMulTo(float afX, float afSpeed); Changes the field of view of the player. A shorter FOV will create a zoom effect. afX - multiplier of default FOV (1 is default) afSpeed - the speed of change between FOV's RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-29-2012 (06-29-2012, 08:52 PM)FastHunteR Wrote: When in doubt, check how frictional games made it. I searched it out for you:Thanks, I saw the .hps file of the Old Archives but I couldn't make it work in mine. I tried te script you gave me too, but I got error. I'll try something and see if it works. Thank you once again, +1 Rep. EDIT: Everything is working! The candles go off after the wind comes and the zoom is working. There's just one problem: I made it so the player would look at a pot plant when he steps a script area, but he doesn't look. :/ Here is the script: Spoiler below!
That's just the part of the pot, the script has more stuff for the other functions. I tried aswell with the StopPlayerLookAt() but didn't work too. What am I doing wrong? RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-30-2012 I don't see any problem with that script. Dobule check if the script area is named "pot_area" and if the thing you want to look at is named "table_nice_round_1". RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 06-30-2012 (06-30-2012, 12:36 PM)FastHunteR Wrote: I don't see any problem with that script. Dobule check if the script area is named "pot_area" and if the thing you want to look at is named "table_nice_round_1".I did, it couldn't be the problem though, since that StartLookingAt is the only thing that doesn't work and the SetEntityActive does works. I'll try to rename the table and see if it works. EDIT: It doesn't. Maybe the problem is in some other place? Here's the full script: Spoiler below!
Everything is working except for the StartLookingAt. RE: 3 Questions: Cave In and Destroying bookshelf - Cruzore - 06-30-2012 I don't know, but I think you can't set script areas inactive like that. cut out AddEntityCollideCallback("Player", "wind_area", "Wind", true, 1); and paste it nex to SetEntityActive("wind_area", true); which you will delete too. Set the script area active in the level editor. Other than that, I don't see any problem with it. RE: 3 Questions: Cave In and Destroying bookshelf - Nervly - 07-01-2012 I managed to get it to work! I made a new function, and placed the StartPlayerLookAt in that function and it worked. Thanks for everything, FastHunteR! +1 Rep EDIT: Got a new problem :/ I used in a script .snt sound, "amb_idle", and its a really long sound. So in the script I changed it to PlayMusic, to play the .ogg file "amb_idle02", but it plays the same amb_idle.snt long sound. I listened the .ogg file in Foobar, and it was different from the .snt file, but in-game it is the same as the .snt file. What can I do to solve this? Thanks |