naseem142
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RE: My problems
(10-26-2012, 01:00 PM)The chaser Wrote: (10-26-2012, 11:34 AM)naseem142 Wrote: Is this is how to add mementos?
.hps file:
void OnStart()
{
AddEntityCollideCallback("Player", "Quest1", "Quest_func_1", true, 1);
}
void Quest_func_1(string &in asItem, string &in asEntity)
{
AddQuest("Quest1" , "Quest_1");
}
extra_lang file:
The memento text in here Wrong syntax:
void OnStart()
{
AddEntityCollideCallback("Player", "Quest1", "Quest_func_1", true, 1);
}
void Quest_func_1(string &in asParent, string &in asChild, int alState)
{
AddQuest("Quest1" , "Quest_1");
}
Plus:
The memento text in here
A NOTE
This is a note. If you can see the text in it, it means the .lang file is working.
Thank you , also i used the fade in and fade out function but i get an error at the lines where the fade out and in script are placed.
void ScriptArea_1_dram(string &in asChild, string &in asParent, int alState)
{
GiveSanityDamage(80.0f, true);
PlaySoundAtEntity("", "insanity_monster_roar01.snt", "Player", 0.0f, true);
FadeOut("3");
AddTimer("", 2, "dra_fade_1");
}
void dra_fade_1(string &in asTimer)
{
FadeIn("2");
}
EDIT: Oh and the memento still didn't work
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(This post was last modified: 10-27-2012, 10:43 AM by naseem142.)
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10-27-2012, 10:42 AM |
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Adny
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RE: My problems
You can't declare numerical arguments (i.e. integer/float). Try removing the quotation marks from around the bolded numbers.
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10-27-2012, 10:46 AM |
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naseem142
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RE: My problems
(10-27-2012, 10:46 AM)andyrockin123 Wrote: You can't declare numerical arguments (i.e. integer/float). Try removing the quotation marks from around the bolded numbers. Okay thank you
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10-27-2012, 11:43 AM |
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naseem142
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RE: My problems
I know how to make a player stare at a certain point.
But is it possible to make the player keep staring at the monster while its moving for a few seconds?
EDIT: Nvm , found what i need on the wiki.
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(This post was last modified: 10-28-2012, 08:56 AM by naseem142.)
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10-28-2012, 08:00 AM |
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naseem142
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RE: My problems
Everything is working fine with the script , but there is one problem.
The player only looks at the place where the grunt spawned and doesn't look at it the whole time.
Here's my script:
void ScriptArea_1_dram(string &in asChild, string &in asParent, int alState)
{
GiveSanityDamage(99.0f, true);
PlaySoundAtEntity("", "insanity_monster_roar01.snt", "Player", 0.0f, true);
FadeOut(3);
AddTimer("", 2, "dra_fade_1");
SetEntityActive("servant_grunt_2", true);
StartPlayerLookAt("servant_grunt_2", 2, 2, "");
}
void ScriptArea_2_grunt(string &in asChild, string &in asParent, int alState)
{
SetEntityActive("servant_grunt_2", false);
StopPlayerLookAt();
}
( The grunt is scripted to walk to a certain point and there he collides with a script area , which activates ScriptArea_2_grunt. )
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(This post was last modified: 10-28-2012, 09:06 AM by naseem142.)
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10-28-2012, 09:04 AM |
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Robby
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RE: My problems
You'll need to constantly call a timer that triggers the "Look" script. If the timer recalls itself every 0.25 seconds, it may be enough.
Otherwise, try coming up with a different situation.
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10-28-2012, 09:09 AM |
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naseem142
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RE: My problems
(10-28-2012, 09:09 AM)Nemet Robert Wrote: You'll need to constantly call a timer that triggers the "Look" script. If the timer recalls itself every 0.25 seconds, it may be enough.
Otherwise, try coming up with a different situation. The timer is the best choice :/
I'll use it
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10-28-2012, 09:49 AM |
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The chaser
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RE: My problems
Remain removing the timer when you don't want it to look.
THE OTHERWORLD (WIP)
Aculy iz dolan.
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10-28-2012, 11:10 AM |
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naseem142
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RE: My problems
Another problem;
I have a male body corpse which i want it to jump a little bit up when the player takes the oil bottle placed near him.
void Pickup1(string &in asEntity, string &in type)
{
AddBodyForce("corpse_male_8", 0.0f , 50.5f, 0.0f , "world");
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_pant.snt", "Player", 0.0f, true);
}
There are no errors at all and the sanity damage and the sound work perfectly , but the body is not even moving a little.
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10-29-2012, 11:26 AM |
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Adny
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RE: My problems
You'll need a lot of prop force, use this function and place the value anywhere from the hundreds to the thousands:
AddPropForce(string& asName, float afX, float afY, float afZ, string& asCoordSystem);
You have to experiment a lot with prop force; it can vary greatly from one object to the next.
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10-29-2012, 11:29 AM |
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