SetSwingDoorClosed Script Not Shutting The Door *Fixed* - 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: SetSwingDoorClosed Script Not Shutting The Door *Fixed* (/thread-16827.html) |
SetSwingDoorClosed Script Not Shutting The Door *Fixed* - Atilla280 - 07-08-2012 Hello, I have followed THIS tutorial and The door will not shut. I have everything correct I collide with the area because the sounds and things go off but the door stays wide open. Here is my full script. void OnStart() { SetEntityPlayerInteractCallback("lantern_1", "Lantern", true); AddUseItemCallback("OpenDoor", "key1", "JacobsCloset", "UsedKeyOnDoor1", true); AddUseItemCallback("OpenDoor", "key2", "EmilysCloset", "UsedKeyOnDoor2", true); AddUseItemCallback("OpenDoor", "key3", "JacobsRoom ", "UsedKeyOnDoor3", true); AddUseItemCallback("OpenDoor", "key4", "EmilysRoom", "UsedKeyOnDoor4", true); AddUseItemCallback("OpenDoor", "key5", "Dungeon", "UsedKeyOnDoor5", true); // ("OpenDoor", "NameOfItem", "NameOfObjectItemWillBeUsedOn", "Function", True) } void Lantern(string &in asEntity) { SetSwingDoorLocked("Explode1", false, false); SetMessage("Messages", "FoundLantern", 0); AddEntityCollideCallback("Player", "SlamDoor", "SlamDoor", true, 1); } void SlamDoor(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("Explode1", 0.5f, 0.5f, ""); SetSwingDoorClosed("Exlode1", true, true); PlaySoundAtEntity("", "react_breath_slow", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); AddEntityCollideCallback("Player", "StopLooking", "StopLooking", true, 1); } void StopLooking(string &in asParent, string &in asChild, int alState) { StopPlayerLookAt(); SetEntityPlayerInteractCallback("key3", "KeyPickup", true); } void KeyPickup(string &in asEntity) { AddEntityCollideCallback("Player", "LightsOut1", "LightsOut1", true, 1); } void LightsOut1 (string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "scare_walk_stomp.snt", "Player", 0, false); PlaySoundAtEntity("", "scare_walk_ghost.snt", "Player", 0, false); PlaySoundAtEntity("", "scare_haunting.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); SetEntityPlayerInteractCallback("Explode1", "Explode1", true); } void Explode1(string &in asEntity) { StopPlayerLookAt(); SetEntityActive("servant_grunt_1", true); SetPropHealth("Explode1", 0.0f); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void UsedKeyOnDoor1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("JacobsCloset", false, true); //("NameOfDoor", Locked/OrNot, Effects) PlaySoundAtEntity("", "unlock_door", "JacobsCloset", 0, false); //("", "SoundFile", "Entity", Fade, KeepPlaying) RemoveItem("key1"); } void UsedKeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("EmilysCloset", false, true); PlaySoundAtEntity("", "unlock_door", "EmilysCloset", 0, false); RemoveItem("key2"); } void UsedKeyOnDoor3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("JacobsRoom", false, true); PlaySoundAtEntity("", "unlock_door", "JacobsRoom", 0, false); RemoveItem("key3"); } void UsedKeyOnDoor4(string &in asItem, string &in asEntity) { SetSwingDoorLocked("EmilysRoom", false, true); PlaySoundAtEntity("", "unlock_door", "EmilysRoom", 0, false); RemoveItem("key4"); } void UsedKeyOnDoor5(string &in asItem, string &in asEntity) { SetLevelDoorLocked("LevelDoor1", false); PlaySoundAtEntity("", "unlock_door", "LevelDoor1", 0, false); RemoveItem("key5"); } // end void OnEnter() { } // end void OnLeave() { } // end RE: SetSwingDoorClosed Script Not Shutting The Door. - JMFStorm - 07-08-2012 So you start looking at object named: "Explode1" but SetSwingDoorClosed goes to object named: "Exlode1". MY GOD YOU SHOULD EVEN CHECK THE NAMES BEFORE POSTING. RE: SetSwingDoorClosed Script Not Shutting The Door. - Atilla280 - 07-08-2012 The door is named Explode1. I have it so when I grab my lantern it unlocks the door, then I have to go get a key, on key pickup it activates SlamDoor and LightsOut, then when I walk out of the room where the key is it slams the door (or should but the door stays wide open), then walk a little further and the lights go out, you walk up to the door (I will have a message that will make the player do that), when the player clicks to open the slammed door, the door explodes and then a servant grunt hallucination comes running out. RE: SetSwingDoorClosed Script Not Shutting The Door. - Traggey - 07-08-2012 Wrong forum, moved. RE: SetSwingDoorClosed Script Not Shutting The Door. - Atilla280 - 07-08-2012 Quote: So you start looking at object named: "Explode1" but SetSwingDoorClosed goes to object named: "Exlode1". MY GOD YOU SHOULD EVEN CHECK THE NAMES BEFORE POSTINGI see this I fixed it but it still doesn't work. |