[SCRIPT] Moving Walls - 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] Moving Walls (/thread-24730.html) |
Moving Walls - MsHannerBananer - 03-01-2014 Idea is to move two walls upward after pressing a button, then have them close after the player moves past them. A secret passage, if you will. I tried using propimpulse, just to see if it would work, but it didn't. I've seen people move walls upward watching custom stories, but I've watched so many I don't remember which custom stories this kind of thing was in. I can't find this anywhere on the forum. Any help would be seriously appreciated! RE: Moving Walls - Statyk - 03-01-2014 The entity file has to be changed to a MoveObject in the model editor. Then there's a script to have it move, but I can't remember it off the top of my head... I'm sure someone can fill for that part. RE: Moving Walls - MsHannerBananer - 03-01-2014 (03-01-2014, 08:43 AM)Statyk Wrote: The entity file has to be changed to a MoveObject in the model editor. Then there's a script to have it move, but I can't remember it off the top of my head... I'm sure someone can fill for that part. I haven't touched Model Editor once. But trying to load walls into the model editor doesn't seem to be possible. It doesn't show up when trying to open, and opening it by other means causes the editor to crash after it says it can't find other folders. RE: Moving Walls - DnALANGE - 03-01-2014 SetEntityConnectionStateChangeCallback("YOURLEVER", "StartMovingtheSecretDoor");//This is for a Lever SetEntityPlayerInteractCallback("YOURBUTTON", "StartMovingtheSecretDoor", true);// This is for a Button Spoiler below!
Then make a scriptarea called ClosePassage AddEntityCollideCallback("Player", "ClosePassage", "Nowclosesecretpassage", true, 1); Spoiler below!
This is for a both Lever and Button. Some times you need to put a .ogg behind the musicfile. Just a reminder. Hope this helps. RE: Moving Walls - Mudbill - 03-01-2014 When you use the Model Editor, you must use Import Mesh, not Open if you haven't made the entity for it yet. Open uses .ent, Import uses .dae. Import the mesh, then add a collision box. Set the type to something like Object > Static in the Edit menu on User Defined Variables. Need clearer instructions? RE: Moving Walls - DnALANGE - 03-01-2014 (03-01-2014, 07:20 PM)Mudbill Wrote: When you use the Model Editor, you must use Import Mesh, not Open if you haven't made the entity for it yet. Open uses .ent, Import uses .dae. The post is called : Script Help Moving Walls - With all the respect, but i''m not sure if the guy needs this { models } Anyway, this is an extra feature for him to get his custom walls to work as well.. Good job Mud* RE: Moving Walls - Mudbill - 03-01-2014 Ah, yes of course. The type needs to be MoveObject. I'm assuming he wants an existant wall model, like the mansion wall, to be possible to move upwards like a secret entrance. Firstly it must be an entity and not a static object, and this is how you'd make one; using the Model Editor. RE: Moving Walls - MsHannerBananer - 03-02-2014 (03-01-2014, 07:28 PM)DnALANGE Wrote:(03-01-2014, 07:20 PM)Mudbill Wrote: When you use the Model Editor, you must use Import Mesh, not Open if you haven't made the entity for it yet. Open uses .ent, Import uses .dae. (03-01-2014, 08:20 PM)Mudbill Wrote: Ah, yes of course. The type needs to be MoveObject. I'm a she. LMFAO. Thanks guys. RE: Moving Walls - Mudbill - 03-02-2014 Oh my, sorry about that xO Good luck with your project though! :v RE: Moving Walls - DnALANGE - 03-02-2014 IS it solved? Did you use one of our scipts? Just curious.. Otherwise make it SOLVED! |