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Basic Elevator - Printable Version

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RE: Basic Elevator - Cruzore - 06-23-2012

Because there is no timer in the Interaction function that tells you to fade in. I will update my above post in a second with the fixed one, so you can use it.


RE: Basic Elevator - Unearthlybrutal - 06-23-2012

void OnStart()
{
AddUseItemCallback("", "Room_Key", "RoomDoor", "RoomOpened", true);
AddEntityCollideCallback("Player", "ClosetShut", "ClosetShutFunc", true, 1);
AddEntityCollideCallback("Player", "EasterEggOpen", "EasterEggFunc", true, 1);
AddEntityCollideCallback("Player", "EasterEggActive", "EasterEggFunction", true, 1);
AddEntityCollideCallback("Player", "FadeIn", "FadeInFunction", true, 1);
PlayMusic("Ambient_Ghost",true,1,0,0,false);

FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last

ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
SetEntityPlayerInteractCallback("ButtonTeleport", "Interaction", false);
}

void ButtonDownMessage(string &in entity)
{
SetMessage("Messages", "ElevatorDown", 0);
}

void FadeInFunction(string &in asParent, string &in asChild, int alState)
{
FadeIn(20);
}

void Interaction(string &in asEntity)
{
TeleportPlayer("StartElevator");
FadeOut(0);
FadeIn(4);
PlaySoundAtEntity("", "14_elevator_activate.snt", "Player", 0, true);
}

void EasterEggFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("EasterEggOpen", true);
}

void ClosetShutFunc(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("ExorcistCloset", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(55.0f, true);
}

void EasterEggFunc(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("EasterEggDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Player", 0, false);
}

void RoomOpened(string &in item, string &in door)
{
SetSwingDoorLocked("RoomDoor", false, true);
PlaySoundAtEntity("", "unlock_door", "RoomDoor", 0, false);
RemoveItem("Room_Key");
}

void RoomMessage(string &in entity)
{
if(GetSwingDoorLocked("RoomDoor") == true)
{
SetMessage("Messages", "RoomMSG", 0);
}
}

void OnEnter()
{

}

void OnLeave()
{

}

(06-23-2012, 09:04 PM)FastHunteR Wrote: Because there is no timer in the Interaction function that tells you to fade in. I will update my above post in a second with the fixed one, so you can use it.
There's no need to use timer


RE: Basic Elevator - MaZiCUT - 06-23-2012

The Fade in and out works, the sound too, but the thing is he never teleports, he's at the same position fading out fast and fading in so i can press the button repeadetly for the same thing to happend over and over. The area i want him to teleport to i made it a ScriptArea called StartElevator


RE: Basic Elevator - Unearthlybrutal - 06-23-2012

(06-23-2012, 09:10 PM)CrazyArts Wrote: The Fade in and out works, the sound too, but the thing is he never teleports, he's at the same position fading out fast and fading in so i can press the button repeadetly for the same thing to happend over and over. The area i want him to teleport to i made it a ScriptArea called StartElevator
it needs to be PlayerStartArea ("PlayerStart" in the level editor) and not script area


RE: Basic Elevator - MaZiCUT - 06-23-2012

Ok thanks, i'll try that.

Yess it works!! Thank you everyone!


RE: Basic Elevator - Unearthlybrutal - 06-23-2012

No problem! Smile