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Shadow - 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: Shadow (/thread-18017.html) |
Shadow - Ank2503 - 08-29-2012 How to make shadow(net) active with fade screen and sound guardian_activated? RE: Shadow - FlawlessHappiness - 08-29-2012 What do you mean exactly? Do you want the screen to go black? Want the slime-net to fade in as an activation? if you want the slime to fade in, then make it 'inactive' in the editor, and then use the function: SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime); if you want to fade out black, and then fade in again, then you should use: FadeOut(0); AddTimer("FadeIn_1", 2, "FadeIn_1"); then add another timer void FadeIn_1(string &in asTimer) { FadeIn(2); } Playing sound effects are pretty easy... You should have tried it before, but here is the script: PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound); Creates a sound on an entity. asSoundName - internal name asSoundFile - the sound to use + extension .snt asEntity - the entity to create the sound at, can be “Player” afFadeTime - time in seconds the sound needs to fade. Avoids enemies hearing the sound if afFadeTime is at least 0.1f abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds! Also: The shadow sound is called: guardian_activated, guardian_distant, guardian_distant1, guardian_distant2, guardian_distant3, RE: Shadow - Ank2503 - 08-29-2012 ok,i try it "What do you mean exactly? Do you want the screen to go black? Want the slime-net to fade in as an activation?" when screen go black slime-net is activating RE: Shadow - FlawlessHappiness - 08-29-2012 Then i would use something like void FadeOut_1(string &in asParent, string &in asChild, int alState) <- this is a collide function { FadeOut(0); SetEntityActive("SLIME", true); AddTimer("FadeIn_1", 2, "FadeIn_1"); } FadeIn_1(string &in asTimer) { FadeIn(2); } |