Anyone need help? - 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: Anyone need help? (/thread-7825.html) |
RE: Anyone need help? - Kyle - 05-14-2011 "world" is the level editor's coordinate plane. I don't know any other ones, so it is best to keep it as "world". RE: Anyone need help? - Simpanra - 05-14-2011 bump =) anybody know? RE: Anyone need help? - Kyle - 05-14-2011 (05-14-2011, 06:47 PM)Simpanra Wrote: bump =) Sorry, eating right now. Maybe in a few hours. :p To be honest, I think it's impossible unless you made your own script thing. Which is nearly impossible. RE: Anyone need help? - Rownbear - 05-15-2011 Stuff wont happen when I pick up the key. I got it working earlier with just the monster activate but I want the other things to happen aswell. can I use like a if entityactive to get the other stuff working? void OnStart() { SetEntityPlayerInteractCallback("castle_key_1", "MonsterActivate3", true); } void MonsterActivate3(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_3", true); SetEntityActive("castle_door_5", false); SetEntityActive("castle_door_6", true); SetSwingDoorLocked("castle_door_3", false, true); PlaySoundAtEntity("LookAt_2", "15_bang.snt", "LookAt_2", 0, false); PlaySoundAtEntity("guardian_distant3", "enabled.snt", "Player", 0,false); AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_1", 0, ""); AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_5", 0, ""); } Help appreciated RE: Anyone need help? - nemesis567 - 05-15-2011 Does anyone know how can I break a rope, by deactivating it or somehow so I make what is attached to it fall? RownBear, what about removing SetEntityPlayerInteractCallback("castle_key_1", "MonsterActivate3", true); and using the editor field in the Entity tab of that object to call the MonsterActivate callback? RE: Anyone need help? - Kyle - 05-15-2011 (05-15-2011, 12:12 AM)nemesis567 Wrote: Does anyone know how can I break a rope, by deactivating it or somehow so I make what is attached to it fall? Maybe this: SetEntityActive("Rope", true); RE: Anyone need help? - nemesis567 - 05-15-2011 (05-15-2011, 12:26 AM)Kyle Wrote:(05-15-2011, 12:12 AM)nemesis567 Wrote: Does anyone know how can I break a rope, by deactivating it or somehow so I make what is attached to it fall? Note: What happens is that when I send the object into that area, the rope doesn't disappear and so does not the object attached to it fall. Nop, This is my code: Code: void OnStart() RE: Anyone need help? - WatzUpzPeepz - 05-15-2011 I need help with scripting if possible RE: Anyone need help? - nemesis567 - 05-15-2011 (05-15-2011, 01:02 AM)WatzUpzPeepz Wrote: I need help with scripting if possibleWith what? RE: Anyone need help? - WatzUpzPeepz - 05-15-2011 (05-15-2011, 12:12 AM)nemesis567 Wrote: Does anyone know how can I break a rope, by deactivating it or somehow so I make what is attached to it fall? All I can think of is a deactivate function which is: SetEntityActive("thenameofyourentity", false); or you could put a broken rope entity(A)(if one exists) right on top of your none broken rope(B) and make A active and B non active,add some particle effects and a sound and you couldnt tell the diference. |