Lowering a metal_bridge_vert with a lever? - 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: Lowering a metal_bridge_vert with a lever? (/thread-6427.html) |
Lowering a metal_bridge_vert with a lever? - Beatlebattle - 01-30-2011 I've tried to use the script from the campaign but it's way to difficult for me to understand. I've tried some other things like replace the upper bridge with a lower bridge but visually it looks like crap. I wonder how to lower the bridge after you've pulled all the 3 levers with a simple as possible script. Does anyone have any experience with this? RE: Lowering a metal_bridge_vert with a lever? - Beatlebattle - 01-31-2011 It seems this might be too difficult. I guess I could try to use only 1 lever for the bridge to lower but I still don't know how. I would really like to have the script because when I got this my story is finished RE: Lowering a metal_bridge_vert with a lever? - Vradcly - 02-01-2011 Ill let you know if i do anything similar, but right now I cant help you... RE: Lowering a metal_bridge_vert with a lever? - Beatlebattle - 02-01-2011 (02-01-2011, 12:06 AM)Vradcly Wrote: Ill let you know if i do anything similar, but right now I cant help you... I just figured it out how to do it. I copied it somewhere else. Here's the script: void InteractBridgeLever1(string &in asEntity, int alState) { if(alState == 0) return; string sBridge = asEntity=="" ? "" : "bridge_metal_vert_1"; if(alState == -1) { if(GetLocalVarInt(asEntity) == -1) return; //Fix behaviour error if pulling lever double direction. SetMoveObjectState(sBridge, 2.66); PlaySoundAtEntity("soundclank_"+sBridge, "14_elevator_clank", "Player", 0.5f, false); StartScreenShake(0.05f, 0.5f, 0.2f, 0.6f); } SetLeverStuckState(asEntity, alState, true); AddDebugMessage(asEntity + " State: "+alState, true); } void OnStart() { You have to fill InteractBridgeLever1 in the levers ConnectStateChangeCallback |