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[HELP!!!!] Cave In - 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: [HELP!!!!] Cave In (/thread-18750.html) |
[HELP!!!!] Cave In - TheMadmaxster - 10-12-2012 Hi all! I am building the same custom story I have been working on for the past week or so and I am at a cave-in part. I want to do one there is just one problem... I dont know how... I've searched ALL over google and haven't found one thing. I want it where when the player walks through an area and the unactivated cave-ins become, well, a little more activated. I really need some help. Thanks! -TheMadmaxster RE: [HELP!!!!] Cave In - Wapez - 10-12-2012 (10-12-2012, 09:36 PM)TheMadmaxster Wrote: Hi all!Can you please specify what you think should happen? RE: [HELP!!!!] Cave In - TheMadmaxster - 10-12-2012 (10-12-2012, 09:58 PM)Wapez Wrote:(10-12-2012, 09:36 PM)TheMadmaxster Wrote: Exacally what I said: a player walks into an area and the inactivated cave-in entity turns active. RE: [HELP!!!!] Cave In - FlawlessHappiness - 10-12-2012 void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "Function", true, 1); } void Function(string &in asParent, string &in asChild, int alState) { SetEntityActive("cavein_1", true); } RE: [HELP!!!!] Cave In - TheMadmaxster - 10-12-2012 (10-12-2012, 10:59 PM)beecake Wrote: Thanks SOOOOO Much!! RE: [HELP!!!!] Cave In - 4WalledKid - 10-12-2012 Use this and replace where needed: void OnStart() { AddEntityCollideCallback(" Player" , "WRITE HERE THE NAME OF YOUR AREA", "SetActive", true, 1); } void SetActive(string &in asParent, string &in asChild, int alState) { SetEntityActive("WRITE HERE THE NAME OF YOUR ENTITY", true) } |