[REQUEST] Lantern Off - 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: [REQUEST] Lantern Off (/thread-8325.html) |
Lantern Off - laser50 - 05-29-2011 Imma keep this quick and simple since my cat pissed in my room, I can't find where it is comming from and it smells. ---- What was the code to make a Lantern turn off? RE: Lantern Off - Tanshaydar - 05-29-2011 Ever checked the wiki? Might come in handy -> http://wiki.frictionalgames.com/hpl2/amnesia/script_functions Code: void SetLanternActive(bool abX, bool abUseEffects); RE: Lantern Off - Ongka - 05-29-2011 SetLanternActive(false, true); // To turn off the lantern. SetLanternDisabled(true); // To deactivate the lantern. RE: Lantern Off - laser50 - 05-29-2011 Thanks, Those 2 Functions got me another step further. but i came onto a new question. In a youtube movie, I saw this door. Not opening or being destroyed, But someone began banging on it. How do i make something like this? RE: Lantern Off - Ongka - 05-29-2011 void OnStart() { AddEntityCollideCallback("Player", "AreaDoor", "CollideDoor", true, 1); } void CollideDoor(string &in asParent, string &in asChild, int alState) { AddPropImpulse("door", 0, 0, 20, "World"); // 0, 0, 20 are the x y z coordinates. You may have to adjust them a bit. GiveSanityDamage(6.0f, true); PlaySoundAtEntity("", "hit_wood.snt", "door", 0.0f, false); AddTimer("DoorTimer", 1.0f, "TimerDoor"); } void TimerDoor(string &in asTimer) { AddPropImpulse("door", 0, 0, 20, "World"); PlaySoundAtEntity("", "scare_male_terrified.snt", "door", 0.0f, false); SetPropHealth("door", 20); //Only if you wish to damage the door. } RE: Lantern Off - laser50 - 05-29-2011 Thank you. I hope the stuff i'm trying works out |