Door PropForce? - 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: Door PropForce? (/thread-19313.html) |
Door PropForce? - giacomo9 - 11-22-2012 I know there's a script to self opening doors, but I want to do this: 1)The player enters the area - the door closes behind him (not be able to open them) 2)When a player raises something, doors open by themselves. That's PropForce, right? But how to make the door shut on their own, then blocked? And After that unlocked and opened? RE: Door PropForce? - The chaser - 11-22-2012 (11-22-2012, 03:07 PM)giacomo9 Wrote: I know there's a script to self opening doors, but I want to do this:1: AddEntityCollideCallback("Player", "Area_close", "Close", true, 1); void Close (string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("Nameofdoor", true); AddTimer("", 0.1, "Lock"); } void Lock (string &in asTimer) { SetSwingDoorLocked("Nameofdoor", true); } RE: Door PropForce? - Tomato Cat - 11-22-2012 *edit* Yeah, like what chaser said. ^ If by close you mean slammed, then yeah, addpropforce and setswingdoorlocked would work for the first one. I'm assuming by "raise" you mean like a lever? For that, I would play around with switch/if statements, local variables, and the setswingdoorclosed function. To unlock and reopen the doors, you would have to call another function. Or use variables and switch/if statements. RE: Door PropForce? - giacomo9 - 11-26-2012 The Chaser, I've got problem with your script (1): main (280,1): ERR: No matching signatures to 'SetSwingDoorClosed(string@&, const bool)' main (286,1): ERR: No matching signatures to 'SetSwingDoorLocked(string@&, const bool)' What should I do? RE: Door PropForce? - FlawlessHappiness - 11-26-2012 Show us the lines string = Some letters inside these: "" bool = true or false, not inside these "" RE: Door PropForce? - The chaser - 11-26-2012 AddEntityCollideCallback("Player", "Area_close", "Close", true, 1); void Close (string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("Nameofdoor", true, bool abEffects); ///I don't know what is bool abEffects, but setting false (it's a bool) should work. AddTimer("", 0.1, "Lock"); } void Lock (string &in asTimer) { SetSwingDoorLocked("Nameofdoor", true, bool abEffects); } Ok, fixed it RE: Door PropForce? - giacomo9 - 11-26-2012 The chaser, you are my God It works, thank you! RE: Door PropForce? - The chaser - 11-26-2012 (11-26-2012, 06:05 PM)giacomo9 Wrote: The chaser, you are my God It works, thank you!I'm not a god, I'm Dolan, and I think I'm more interesting this way ^^ I just help people, so if you need help I'll try to be there If for 2 you mean grabbing an entity (like a box) you can: void SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction); Calls a function when the player interacts with a certain entity. Callback syntax: void MyFunc(string &in asEntity) asName - internal name asCallback - function to call abRemoveOnInteraction - determines whether the callback should be removed when the player interacts with the entity Directly extracted from the wiki |