Make things play in a specific order? - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Make things play in a specific order? (/thread-6125.html) |
Make things play in a specific order? - Neatherblade - 01-09-2011 I want this to play void OnStart() { AddEntityCollideCallback("Player", "scary_trigger", "ScaryTriggerFunc", true, 1); } void ScaryTriggerFunc(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("look_blood", 4, 2, ""); AddTimer("", 2.5f, "ScaryMoment"); PlayGuiSound("react_scare.snt", 100); <------------ play this first GiveSanityDamage(25, true); StartPlayerLookAt("look_stair", 4, 2, ""); PlayGuiSound("react_breath_slow.snt", 100); <------------ play this seconde PlayGuiSound("notice.snt", 40); StartScreenShake(0.1f, 2, 0.2f, 1); StartPlayerLookAt("look_monster", 4, 2, ""); AddTimer("", 2.5f, "ScaryMoment"); PlayGuiSound("react_pant.snt", 100); <------------ play this last GiveSanityDamage(15, true); } At the moment it jumps to the last one RE: Make things play in a specific order? - Andross - 01-09-2011 If I'm not mistaken, you seem to be under the misconception that AddTimer() waits for the given amount of time. Instead, it calls the given function (in your case it would be "ScaryMoment") after the specified time interval, but the flow of execution will not be halted in the meantime. Thus, what you need is either a cascade of functions that each add a timer to the respective next one or one function that adds a timer to call itself and decide based on a state variable which action to take on each iteration. The following should work; I haven't tested it, though. Spoiler below!
Also note that all of the script functions of the HPL2 are non-blocking. RE: Make things play in a specific order? - Neatherblade - 01-09-2011 Could not get that code to work, but i fixed it with triggers instead. Thanks anyway. |