TheIcyPickle
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Levers in Order
void OnEnter()
{
SetEntityConnectionStateChangeCallback("lever_simple01_1", "SetSwingDoorLocked");
SetEntityConnectionStateChangeCallback("lever_simple01_2", "SetSwingDoorLocked");
SetEntityConnectionStateChangeCallback("lever_simple01_3", "SetSwingDoorLocked");
}
void SetSwingDoorLocked(string &in asEntity, int alState)
{
if(GetLocalVarInt("Sequence") == 0 && asEntity == "lever_simple01_2")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 1 && asEntity == "lever_simple01_3")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 2 && asEntity == "lever_simple01_1")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
SetSwingDoorLocked("hatch_metal01_1", false, true);
PlayMusic("10_puzzle02.ogg", false, 0.3, 0.1, 10, false);
FadeLightTo("SpotLight_8", 0, 0, 0, 0, -1, 0.5f);
FadeLightTo("SpotLight_4", 0.4f, 0.5f, 0.9f, -1, -1, 0.5f);
}
}
is my current script. It forces the player to only pull levers in a correct order because you CANNOT pull then in any other way. It just wiggles if you pull the wrong one.
The order for my levers is 231.
But lets say I do 321. I pull lever 3, it wont stay in position. It HAS to be lever 2 first. Not much of a puzzle eh?
Thanks for the help in advance!
I figured it out. No need to read. Thanks again.
(This post was last modified: 08-13-2012, 07:34 AM by TheIcyPickle.)
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08-13-2012, 07:10 AM |
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FlawlessHappiness
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RE: Levers in Order
How about it all reset if you do it wrong?
Trying is the first step to success.
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08-13-2012, 09:36 AM |
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TheIcyPickle
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Joined: Feb 2011
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RE: Levers in Order
(08-13-2012, 09:36 AM)beecake Wrote: How about it all reset if you do it wrong? That would be cool. Right now, its just, do it in the right order, if you do it wrong, come back to the first lever.
How would one do such "scriptery"
Oh, and one more thing, this is sort off off the topic, but, I have a door that is supposed to fly open. It does, but its either too slow, or too fast that is closes shut again. Anyway how to make a door fly open quickly and keep it there?
(This post was last modified: 08-13-2012, 09:47 AM by TheIcyPickle.)
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08-13-2012, 09:43 AM |
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FlawlessHappiness
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RE: Levers in Order
Resetting all localvarint's to what they were at first, and displaying a message "Sounds like it's resetting" maybe playing a machinery sound.
Thats my guess...
Trying is the first step to success.
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08-13-2012, 10:36 AM |
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Theforgot3n1
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Posts: 192
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RE: Levers in Order
The way I've redone your script is to have the lever stick until you're done pulling all three, whereas it checks if it is correctly done and either unsticks or you "win".
void OnEnter()
{
SetEntityConnectionStateChangeCallback("lever_simple01_1", "SetSwingDoorLocked");
SetEntityConnectionStateChangeCallback("lever_simple01_2", "SetSwingDoorLocked");
SetEntityConnectionStateChangeCallback("lever_simple01_3", "SetSwingDoorLocked");
}
void SetSwingDoorLocked(string &in asEntity, int alState)
{
if(GetLocalVarInt("Sequence") == 0 && asEntity == "lever_simple01_2")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 1 && asEntity == "lever_simple01_3")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 2 && asEntity == "lever_simple01_1")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
SetSwingDoorLocked("hatch_metal01_1", false, true);
PlayMusic("10_puzzle02.ogg", false, 0.3, 0.1, 10, false);
FadeLightTo("SpotLight_8", 0, 0, 0, 0, -1, 0.5f);
FadeLightTo("SpotLight_4", 0.4f, 0.5f, 0.9f, -1, -1, 0.5f);
}
if(GetLeverState(asEntity) == 0)
//If it does not get stuck due to success, it means it failed, so make it stuck as failed.
{
AddLocalVarInt("Fail", 1);
SetLeverStuckState(asEntity, alState, true);
if((GetLeverState("lever_simple01_3") == alState) && (GetLeverState("lever_simple01_2") == alState) && (GetLeverState("lever_simple01_1") == alState))
//If the last possible stuck one was due to a fail, then reset all and play a "machine fail" sound.
/*This little "if" is only possible thanks to the fact that you can't have a success at the last lever without success at all of them. So if you intend to make the lever pulls rely only on themselves, then redo this "if". (Ignore this part if you like it the way it is)*/
{
PlaySoundAtEntity("", "13_machine_fail.snt","Player",0.1f, false);
SetLeverStuckState(lever_simple01_3, 0, true);
SetLeverStuckState(lever_simple01_2, 0, true);
SetLeverStuckState(lever_simple01_1, 0, true);
SetMessage("CATEGORY","YOUR_MESSAGE",INSERT NUMBER HERE);
SetLocalVarInt("Sequence",0);
SetLocalVarInt("Fail",0);
/*Note that in this script, the Variable "Fail" is entirely useless. I just wanted to put it there for you to use if you want to, for like having different sounds depending on how many fails there were.*/
}
}
I might've missed something, as I always do, but I hope my explanations were at least moderate, and you now get the general idea.
Gud lak.
(This post was last modified: 08-13-2012, 11:32 AM by Theforgot3n1.)
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08-13-2012, 11:13 AM |
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TheIcyPickle
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Posts: 80
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Joined: Feb 2011
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RE: Levers in Order
huh, i tried your script, a few errors, easy to fix btw but, it seems that the levers do not stick up when you pull one of the wrong levers first, it does not stay up. Which in turn removes the "puzzle" aspect.
haha I think its something to do with your script. Ill check it as well.
void GiveSanityDamage(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "Player", 0, false);
GiveSanityDamage(10, false);
SetMessage("Messages", "holyfuckingshit", 4.0f);
}
void SetSwingDoorLocked(string &in asEntity, int alState)
{
if(GetLocalVarInt("Sequence") == 0 && asEntity == "lever_simple01_2")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 1 && asEntity == "lever_simple01_3")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 2 && asEntity == "lever_simple01_1")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
SetSwingDoorLocked("hatch_metal01_1", false, true);
PlayMusic("03_puzzle_secret.ogg", false, 0.3, 0.1, 10, false);
PlaySoundAtEntity("", "unlock_door", "Player", 0, false);
FadeLightTo("SpotLight_8", 0, 0, 0, 0, -1, 0.5f);
FadeLightTo("SpotLight_4", 0.4f, 0.5f, 0.9f, -1, -1, 0.5f);
GiveSanityBoost();
}
if(GetLeverState(asEntity) == 1)
//If it does not get stuck due to success, it means it failed, so make it stuck as failed.
{
AddLocalVarInt("Fail", 1);
SetLeverStuckState(asEntity, alState, true);
if((GetLeverState("lever_simple01_3") == alState) && (GetLeverState("lever_simple01_2") == alState) && (GetLeverState("lever_simple01_1") == alState))
//If the last possible stuck one was due to a fail, then reset all and play a "machine fail" sound.
/*This little "if" is only possible thanks to the fact that you can't have a success at the last lever without success at all of them. So if you intend to make the lever pulls rely only on themselves, then redo this "if". (Ignore this part if you like it the way it is)*/
{
PlaySoundAtEntity("", "13_machine_fail.snt","Player",0.1f, false);
SetLeverStuckState("lever_simple01_3", 0, false);
SetLeverStuckState("lever_simple01_2", 0, false);
SetLeverStuckState("lever_simple01_1", 0, false);
SetLocalVarInt("Sequence",0);
SetLocalVarInt("Fail",0);
/*Note that in this script, the Variable "Fail" is entirely useless. I just wanted to put it there for you to use if you want to, for like having different sounds depending on how many fails there were.*/
}
}
}
is how I did it. Change a few things from true to false, 0 to 1. And so on. It works now. Haha nice work guys! However if you think it could be better, do tell!
Also. if you can, one more thing, this is sort off off the topic, but, I have a door that is supposed to fly open. It does, but its either too slow, or too fast that is closes shut again. Anyway how to make a door fly open quickly and keep it there?
(This post was last modified: 08-13-2012, 07:52 PM by TheIcyPickle.)
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08-13-2012, 07:39 PM |
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Theforgot3n1
Member
Posts: 192
Threads: 20
Joined: Apr 2012
Reputation:
6
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RE: Levers in Order
(08-13-2012, 07:39 PM)TheIcyPickle Wrote: huh, i tried your script, a few errors, easy to fix btw but, it seems that the levers do not stick up when you pull one of the wrong levers first, it does not stay up. Which in turn removes the "puzzle" aspect.
haha I think its something to do with your script. Ill check it as well.
void GiveSanityDamage(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "Player", 0, false);
GiveSanityDamage(10, false);
SetMessage("Messages", "holyfuckingshit", 4.0f);
}
void SetSwingDoorLocked(string &in asEntity, int alState)
{
if(GetLocalVarInt("Sequence") == 0 && asEntity == "lever_simple01_2")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 1 && asEntity == "lever_simple01_3")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
}
if(GetLocalVarInt("Sequence") == 2 && asEntity == "lever_simple01_1")
{
AddLocalVarInt("Sequence", 1);
SetLeverStuckState(asEntity, alState, true);
SetSwingDoorLocked("hatch_metal01_1", false, true);
PlayMusic("03_puzzle_secret.ogg", false, 0.3, 0.1, 10, false);
PlaySoundAtEntity("", "unlock_door", "Player", 0, false);
FadeLightTo("SpotLight_8", 0, 0, 0, 0, -1, 0.5f);
FadeLightTo("SpotLight_4", 0.4f, 0.5f, 0.9f, -1, -1, 0.5f);
GiveSanityBoost();
}
if(GetLeverState(asEntity) == 1)
//If it does not get stuck due to success, it means it failed, so make it stuck as failed.
{
AddLocalVarInt("Fail", 1);
SetLeverStuckState(asEntity, alState, true);
if((GetLeverState("lever_simple01_3") == alState) && (GetLeverState("lever_simple01_2") == alState) && (GetLeverState("lever_simple01_1") == alState))
//If the last possible stuck one was due to a fail, then reset all and play a "machine fail" sound.
/*This little "if" is only possible thanks to the fact that you can't have a success at the last lever without success at all of them. So if you intend to make the lever pulls rely only on themselves, then redo this "if". (Ignore this part if you like it the way it is)*/
{
PlaySoundAtEntity("", "13_machine_fail.snt","Player",0.1f, false);
SetLeverStuckState("lever_simple01_3", 0, false);
SetLeverStuckState("lever_simple01_2", 0, false);
SetLeverStuckState("lever_simple01_1", 0, false);
SetLocalVarInt("Sequence",0);
SetLocalVarInt("Fail",0);
/*Note that in this script, the Variable "Fail" is entirely useless. I just wanted to put it there for you to use if you want to, for like having different sounds depending on how many fails there were.*/
}
}
}
is how I did it. Change a few things from true to false, 0 to 1. And so on. It works now. Haha nice work guys! However if you think it could be better, do tell!
Also. if you can, one more thing, this is sort off off the topic, but, I have a door that is supposed to fly open. It does, but its either too slow, or too fast that is closes shut again. Anyway how to make a door fly open quickly and keep it there? Glad that I could help.
Hm, try to find the perfect float number. Otherwise, I suppose it could be something with the positioning of the door.
(This post was last modified: 08-13-2012, 08:22 PM by Theforgot3n1.)
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08-13-2012, 08:22 PM |
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TheIcyPickle
Member
Posts: 80
Threads: 16
Joined: Feb 2011
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0
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RE: Levers in Order
(08-13-2012, 08:22 PM)Theforgot3n1 Wrote: (08-13-2012, 07:39 PM)TheIcyPickle Wrote: Glad that I could help.
Hm, try to find the perfect float number. Otherwise, I suppose it could be something with the positioning of the door. Thank you
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08-13-2012, 08:40 PM |
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