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[SCRIPT] [SOLVED] Areas..??? - Printable Version

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[SOLVED] Areas..??? - Straxedix - 10-27-2014

Hmm i was thinking
How developers of ATDD put random areas? When i say that i mean for example
we all know bed can't be clicked (no hand to move or use or something).But in original ATDD there is bed when you click it i think fog activate...I need something like that (not the fog) but how they make that ? I think i will need area in model editor and some script... :-/


RE: Areas..??? - MsHannerBananer - 10-27-2014

If you're referring to the cot/wooden beds, I believe there is one that is movable. Really it's just about connecting an interactcallback with a certain entity, so that when you touch the entity, the callback would do other stuff. Of you could do a collidecallback, which would be the same, however you'd need something to collide in order for it to work.

Now, as far as I'm aware, you can't activate actual fog boxes, however you can activate a particle fog effect with these callbacks. Really, you just need an additional script box where you want this fog particle to occur, and then with your interactcallback, just use

CreateParticleSystemAtEntity(string& asPSName, string& asPSFile, string& asEntity, bool abSavePS);

at the entity where you want the fog to appear.

Sorry if that's not what you wanted exactly, but that's what I'm getting from what you're asking for. Hope that helped in some way, or at least gave you an idea on how to do what you want to do. Smile


RE: Areas..??? - Mudbill - 10-27-2014

Yes, place a script area down, and then write a callback into the PlayerInteractCallback box. Add the callback to your script, and there you go.


RE: Areas..??? - Ongka - 10-27-2014

If I recall correctly FG used an "examine" area to make the bed clickable.
You can add an InteractionCallback and a sound which plays when you click on the area.


RE: Areas..??? - Straxedix - 10-28-2014

Thanks everybody +rep for all of you :P