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[SCRIPT] I have a SetSwingDoorClosed problem please help. - 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] I have a SetSwingDoorClosed problem please help. (/thread-16840.html) |
I have a SetSwingDoorClosed problem please help. - Atilla280 - 07-08-2012 I'm trying to make it so when they walk in an area the doors will be open before they can see them. Then when they get close to them I want all the doors to slam and lock except for one (door9). Here is my script any help would be very appreciated. void OnStart() { AddEntityCollideCallback("Player", "CloseDoors", "CloseDoors", true, 1); AddEntityCollideCallback("Player", "OpenDoors", "OpenDoors", true, 1); //("Player", "Area", "Func", Disable?, 1 0 -1) } void OpenDoors(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door1", false, false); SetSwingDoorClosed("door2", false, false); SetSwingDoorClosed("door3", false, false); SetSwingDoorClosed("door4", false, false); SetSwingDoorClosed("door5", false, false); SetSwingDoorClosed("door6", false, false); SetSwingDoorClosed("door7", false, false); SetSwingDoorClosed("door8", false, false); SetSwingDoorClosed("door9", false, false); } void CloseDoors(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door1", true, true); SetSwingDoorClosed("door2", true, true); SetSwingDoorClosed("door3", true, true); SetSwingDoorClosed("door4", true, true); SetSwingDoorClosed("door5", true, true); SetSwingDoorClosed("door6", true, true); SetSwingDoorClosed("door7", true, true); SetSwingDoorClosed("door8", true, true); SetSwingDoorLocked("door1", true, true); SetSwingDoorLocked("door2", true, true); SetSwingDoorLocked("door3", true, true); SetSwingDoorLocked("door4", true, true); SetSwingDoorLocked("door5", true, true); SetSwingDoorLocked("door6", true, true); SetSwingDoorLocked("door7", true, true); SetSwingDoorLocked("door8", true, true); 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); } // end void OnEnter() { } // end void OnLeave() { } // end RE: I have a SetSwingDoorClosed problem please help. - ApeCake - 07-08-2012 If you want the doors to be open from the very beginning, go to the entity tab of each door in the Level Editor and put 1 in OpenAmount. RE: I have a SetSwingDoorClosed problem please help. - Atilla280 - 07-08-2012 Ok thanks man. Also, do you know how to do the Weak Wall script? RE: I have a SetSwingDoorClosed problem please help. - JMFStorm - 07-08-2012 (07-08-2012, 06:19 PM)Atilla280 Wrote: Ok thanks man. Also, do you know how to do the Weak Wall script? Weak wall? There's one entity "mansionbase_secret_passage.ent". It breaks automaticly when you throw like a chair or something at it -.- RE: I have a SetSwingDoorClosed problem please help. - Atilla280 - 07-08-2012 I don't think it's called "Weak Wall" but it's where you get like a hammer and use it and then it explodes I actually know how to do the script but what is the entity called that has a few bricks missing from it? RE: I have a SetSwingDoorClosed problem please help. - EXAWOLT - 07-08-2012 the wall with missing bricks= entities/special/cell_breakable_wall RE: I have a SetSwingDoorClosed problem please help. - Atilla280 - 07-08-2012 Thanks EXAWOLT You too JMFStorm |