Neelke 
 
 
		
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Camera angle turns upside down 
			 
			
				I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me. 
 
The script (if now necessary): 
 
void TimerCollapse(string &in asTimer) 
{ 
	FadeOut(0.3); 
	 
	StopMusic(0.3f, 0); 
	StartScreenShake(0.1, 4.7, 0.05, 0.5); 
	 
	FadePlayerFOVMulTo(0.5, 3); 
	 
	PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); 
	AddTimer("1", 1.0f, "TimerCaveIn"); 
	AddTimer("3", 3.0f, "TimerCaveIn"); 
	 
	FadePlayerFOVMulTo(4.0f, 4.0f); 
	SetRadialBlurStartDist(0.1f); 
	FadeRadialBlurTo(1.0f, 5.0f); 
	 
	StartEffectFlash(0.2, 0.1,0.3); 
	SetPlayerActive(false); 
	 
	AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
	 
	SetPlayerCrouchDisabled(true); 
	SetPlayerJumpDisabled(true); 
} 
 
void TimerCaveInDone(string &in asTimer) 
{ 
	float fCaveInSpeed = 1.0f; 
	AddLocalVarInt("fCaveInSpeed", 1); 
	 
	switch(GetLocalVarInt("fCaveInSpeed")){ 
		case 1: 
			FadeIn(2.0f); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
			FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
			StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
			PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); 
			//To avoid it happen again 
			SetLevelDoorLocked("level_engine_1", true); 
			SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
			fCaveInSpeed = 1.0f; 
		break; 
		case 2: 
			PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
			fCaveInSpeed = 1.5f; 
		break; 
		case 3: 
			StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
			FadeOut(5.0f); 
			PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
			fCaveInSpeed = 2.0f; 
		break; 
		case 4: 
			StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
			FadeIn(2.0f); 
			FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
		break; 
		case 5: 
			PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
			StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
			FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
			FadeOut(3.0f); 
		break; 
		case 6: 
			PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); 
			MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 7: 
			FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
			fCaveInSpeed = 2.0f; 
		break; 
		case 8: 
			PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); 
			FadeIn(2.0f); 
			FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
			PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); 
		break; 
		case 9: 
			StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 10: 
			FadePlayerRollTo(30, 30.0f, 30.0f); 
			PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 11: 
			FadePlayerRollTo(0, 0.0f, 0.0f); 
			PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 12: 
			StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
			fCaveInSpeed = 1.0f; 
		break; 
		case 13: 
			SetPlayerCrouchDisabled(false); 
			SetPlayerJumpDisabled(false); 
			FadePlayerRollTo(0, 8.0f, 8.0f); 
			MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
		break; 
		case 14: 
			SetPlayerActive(true); 
		break; 
	} 
	 
	if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
} 
 
void TimerCaveIn(string &in asTimer) 
{ 
	if(asTimer == "1"){ 
		CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
		PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
		TeleportPlayer("PlayerStartArea_5"); 
	} 
	else if(asTimer == "3"){ 
		StopSound("rumble", 3.0f); 
	} 
}
			 
			
			
			
				
(This post was last modified: 10-29-2013, 06:40 PM by Neelke.)
 
				
			 
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	| 10-29-2013, 03:03 PM  | 
	
		
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		saito100 
 
 
		
			Junior Member 
			
			
			
 
			
	Posts: 15 
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RE: Camera angle turns upside down 
			 
			
				I'll take another look at this later, but I believe for "PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true);" you can put "general_rock_rumble.ogg" you can play it without 3d by using this "PlayGuiSound("general_rock_rumble.snt", 0.5f);" if it might save you making that custom snt file.
			 
			
			
			
				
(This post was last modified: 11-05-2013, 04:45 PM by saito100.)
 
				
			 
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	| 11-04-2013, 05:21 PM  | 
	
		
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		Icaab2608 
 
 
		
			Member 
			
			
			
 
			
	Posts: 85 
	Threads: 37 
	Joined: Jul 2013
	
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RE: Camera angle turns upside down 
			 
			
				 (10-29-2013, 03:03 PM)Neelke Wrote:  I made a script where a corridor collapses and the screen fades out for a sec. When the screen is back on, the camera is upside down. I have no idea what causes this. But you guys might be able to help me. 
 
The script (if now necessary): 
 
void TimerCollapse(string &in asTimer) 
{ 
	FadeOut(0.3); 
	 
	StopMusic(0.3f, 0); 
	StartScreenShake(0.1, 4.7, 0.05, 0.5); 
	 
	FadePlayerFOVMulTo(0.5, 3); 
	 
	PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); 
	AddTimer("1", 1.0f, "TimerCaveIn"); 
	AddTimer("3", 3.0f, "TimerCaveIn"); 
	 
	FadePlayerFOVMulTo(4.0f, 4.0f); 
	SetRadialBlurStartDist(0.1f); 
	FadeRadialBlurTo(1.0f, 5.0f); 
	 
	StartEffectFlash(0.2, 0.1,0.3); 
	SetPlayerActive(false); 
	 
	AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
	 
	SetPlayerCrouchDisabled(true); 
	SetPlayerJumpDisabled(true); 
} 
 
void TimerCaveInDone(string &in asTimer) 
{ 
	float fCaveInSpeed = 1.0f; 
	AddLocalVarInt("fCaveInSpeed", 1); 
	 
	switch(GetLocalVarInt("fCaveInSpeed")){ 
		case 1: 
			FadeIn(2.0f); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
			FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
			StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
			PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); 
			//To avoid it happen again 
			SetLevelDoorLocked("level_engine_1", true); 
			SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
			fCaveInSpeed = 1.0f; 
		break; 
		case 2: 
			PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
			fCaveInSpeed = 1.5f; 
		break; 
		case 3: 
			StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
			FadeOut(5.0f); 
			PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
			fCaveInSpeed = 2.0f; 
		break; 
		case 4: 
			StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
			FadeIn(2.0f); 
			FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
		break; 
		case 5: 
			PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
			StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
			FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
			FadeOut(3.0f); 
		break; 
		case 6: 
			PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); 
			MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 7: 
			FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
			fCaveInSpeed = 2.0f; 
		break; 
		case 8: 
			PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); 
			FadeIn(2.0f); 
			FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
			MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
			PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); 
		break; 
		case 9: 
			StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 10: 
			FadePlayerRollTo(30, 30.0f, 30.0f); 
			PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 11: 
			FadePlayerRollTo(0, 0.0f, 0.0f); 
			PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); 
			fCaveInSpeed = 0.5f; 
		break; 
		case 12: 
			StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
			fCaveInSpeed = 1.0f; 
		break; 
		case 13: 
			SetPlayerCrouchDisabled(false); 
			SetPlayerJumpDisabled(false); 
			FadePlayerRollTo(0, 8.0f, 8.0f); 
			MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
		break; 
		case 14: 
			SetPlayerActive(true); 
		break; 
	} 
	 
	if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
} 
 
void TimerCaveIn(string &in asTimer) 
{ 
	if(asTimer == "1"){ 
		CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
		PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
		TeleportPlayer("PlayerStartArea_5"); 
	} 
	else if(asTimer == "3"){ 
		StopSound("rumble", 3.0f); 
	} 
} Here's a script should be: 
void OnStart ()  
{ 
AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0); 
} 
void TimerCollapse(string &in asParent, string &in asChild, int alState) 
{ 
FadeOut(0.3); 
StopMusic(0.3f, 0); 
StartScreenShake(0.1, 4.7, 0.05, 0.5); 
FadePlayerFOVMulTo(0.5, 3); 
PlaySoundAtEntity("rumble", "general_rock_rumble_no3d.snt", "Player", 0.5f, true); 
FadePlayerFOVMulTo(4.0f, 4.0f); 
SetRadialBlurStartDist(0.1f); 
FadeRadialBlurTo(1.0f, 5.0f); 
StartEffectFlash(0.2, 0.1,0.3); 
SetPlayerActive(false); 
SetPlayerCrouchDisabled(true); 
SetPlayerJumpDisabled(true); 
AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
AddTimer("1", 1.0f, "TimerCaveIn"); 
AddTimer("3", 3.0f, "TimerCaveIn"); 
}
 
void TimerCaveInDone(string &in asTimer) 
{ 
float fCaveInSpeed = 1.0f; 
AddLocalVarInt("fCaveInSpeed", 1);
 
switch(GetLocalVarInt("fCaveInSpeed")){ 
case 1: 
FadeIn(2.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
PlayMusic("15_event_elevator.ogg", false, 1.0f, 0.5f, 10, false); 
//To avoid it happen again 
SetLevelDoorLocked("level_engine_1", true); 
SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
fCaveInSpeed = 1.0f; 
break; 
case 2: 
PlaySoundAtEntity("cloth1", "player_crouch", "Player", 0.2f, false); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
fCaveInSpeed = 1.5f; 
break; 
case 3: 
StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
FadeOut(5.0f); 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
fCaveInSpeed = 2.0f; 
break; 
case 4: 
StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
FadeIn(2.0f); 
FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
break; 
case 5: 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
FadeOut(3.0f); 
break; 
case 6: 
PlaySoundAtEntity("cloth2", "player_climb", "Player", 0.2f, false); 
MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
fCaveInSpeed = 0.5f; 
break; 
case 7: 
FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
fCaveInSpeed = 2.0f; 
break; 
case 8: 
PlaySoundAtEntity("sight2", "react_sigh", "Player", 0.4f, false); 
FadeIn(2.0f); 
FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
PlaySoundAtEntity("cloth3", "player_crouch", "Player", 0.2f, false); 
break; 
case 9: 
StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
fCaveInSpeed = 0.5f; 
break; 
case 10: 
FadePlayerRollTo(30, 30.0f, 30.0f); 
PlaySoundAtEntity("cloth4", "player_stand", "Player", 0.2f, false); 
fCaveInSpeed = 0.5f; 
break; 
case 11: 
FadePlayerRollTo(0, 0.0f, 0.0f); 
PlaySoundAtEntity("cloth5", "player_climb", "Player", 0.5f, false); 
fCaveInSpeed = 0.5f; 
break; 
case 12: 
StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
fCaveInSpeed = 1.0f; 
break; 
case 13: 
SetPlayerCrouchDisabled(false); 
SetPlayerJumpDisabled(false); 
FadePlayerRollTo(0, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
break; 
case 14: 
SetPlayerActive(true); 
break; 
}
 
if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
}
 
void TimerCaveIn(string &in asTimer) 
{ 
if(asTimer == "1"){ 
CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
TeleportPlayer("PlayerStartArea_5"); 
} 
else if(asTimer == "3"){ 
StopSound("rumble", 3.0f); 
} 
}
			  
			
			
			
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	| 11-05-2013, 07:27 PM  | 
	
		
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		Neelke 
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 668 
	Threads: 82 
	Joined: Apr 2013
	
 Reputation: 
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RE: Camera angle turns upside down 
			 
			
				Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again.
			 
			
			
			
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	| 11-05-2013, 07:57 PM  | 
	
		
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		Icaab2608 
 
 
		
			Member 
			
			
			
 
			
	Posts: 85 
	Threads: 37 
	Joined: Jul 2013
	
 Reputation: 
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RE: Camera angle turns upside down 
			 
			
				 (11-05-2013, 07:57 PM)Neelke Wrote:  Could you please tell me what you changed? I wanna know what you did so I might not do that same mistake again. Ok: 
void OnStart ()  
{
 AddEntityCollideCallback("Player", "Collapse", "TimerCollapse", true, 0);
} 
void TimerCollapse( string &in asParent, string &in asChild, int alState) 
{ 
FadeOut(0.3); 
StopMusic(0.3f, 0); 
StartScreenShake(0.1, 4.7, 0.05, 0.5); 
FadePlayerFOVMulTo(0.5, 3); 
PlaySoundAtEntity("", "general_rock_rumble_no3d.snt", "Player",  0.5, true); 
FadePlayerFOVMulTo(4.0f, 4.0f); 
SetRadialBlurStartDist(0.1f); 
FadeRadialBlurTo(1.0f, 5.0f); 
StartEffectFlash(0.2, 0.1,0.3); 
SetPlayerActive(false); 
SetPlayerCrouchDisabled(true); 
SetPlayerJumpDisabled(true); 
AddTimer("caveindone", 3.5f, "TimerCaveInDone"); 
AddTimer("1", 1.0f, "TimerCaveIn"); 
AddTimer("3", 3.0f, "TimerCaveIn"); 
} 
void TimerCaveInDone(string &in asTimer) 
{ 
float fCaveInSpeed = 1.0f; 
AddLocalVarInt("fCaveInSpeed", 1); 
switch(GetLocalVarInt("fCaveInSpeed")){ 
case 1: 
FadeIn(2.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.8f, 0.8f); 
FadePlayerRollTo(30.0f, 2.0f, 2.0f); 
StartPlayerLookAt("AreaLook_1", 1.2f, 1.2f, ""); 
PlayMusic("15_event_elevator.ogg", false,  1.0, 0.5, 10, false); 
//To avoid it happen again 
SetLevelDoorLocked("level_engine_1", true); 
SetEntityPlayerInteractCallback("level_engine_1", "InteractCollapsedDoor", false); 
fCaveInSpeed = 1.0f; 
break; 
case 2: 
PlaySoundAtEntity("cloth1", "player_crouch", "Player",  0.2, false); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5, 1.2f, 1.2f); 
fCaveInSpeed = 1.5f; 
break; 
case 3: 
StartPlayerLookAt("AreaLook_2", 0.5f, 0.5f, ""); 
FadeOut(5.0f); 
PlaySoundAtEntity("sight1", "react_sigh", "Player", 0.5f, false); 
fCaveInSpeed = 2.0f; 
break; 
case 4: 
StartPlayerLookAt("AreaLook_3", 2.5f, 2.5f, ""); 
FadeIn( 2.0); 
FadePlayerRollTo(30.0f, 6.0f, 6.0f); 
break; 
case 5: 
PlaySoundAtEntity("sight1", "react_sigh", "Player",  0.5, false); 
StartPlayerLookAt("AreaLook_1", 0.5f, 0.5f, ""); 
FadePlayerRollTo(30.0f, 10.0f, 10.0f); 
FadeOut( 3.0); 
break; 
case 6: 
PlaySoundAtEntity("cloth2", "player_climb", "Player",  0.2, false); 
MovePlayerHeadPos(0.0f, 0.5f, 0.25f, 0.5f, 0.5f); 
fCaveInSpeed = 0.5f; 
break; 
case 7: 
FadePlayerRollTo(0.0f, 15.0f, 15.0f); 
fCaveInSpeed = 2.0f; 
break; 
case 8: 
PlaySoundAtEntity("sight2", "react_sigh", "Player",  0.4, false); 
FadeIn( 2.0); 
FadePlayerRollTo(30.0f, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.8f, 0.5f, 0.7f, 0.5f); 
PlaySoundAtEntity("cloth3", "player_crouch", "Player",  0.2, false); 
break; 
case 9: 
StartPlayerLookAt("AreaLook_1", 1.0f, 0.5f, ""); 
fCaveInSpeed = 0.5f; 
break; 
case 10: 
FadePlayerRollTo(30, 30.0f, 30.0f); 
PlaySoundAtEntity("cloth4", "player_stand", "Player",  0.2, false); 
fCaveInSpeed = 0.5f; 
break; 
case 11: 
FadePlayerRollTo(0, 0.0f, 0.0f); 
PlaySoundAtEntity("cloth5", "player_climb", "Player",  0.5, false); 
fCaveInSpeed = 0.5f; 
break; 
case 12: 
StartPlayerLookAt("AreaLook_2", 1.5f, 1.5f, ""); 
fCaveInSpeed = 1.0f; 
break; 
case 13: 
SetPlayerCrouchDisabled(false); 
SetPlayerJumpDisabled(false); 
FadePlayerRollTo(0, 8.0f, 8.0f); 
MovePlayerHeadPos(0.0f, 0.0f, 0.0f, 0.8f, 0.8f); 
break; 
case 14: 
SetPlayerActive(true); 
break; 
} 
if(GetLocalVarInt("fCaveInSpeed") < 14) AddTimer("", fCaveInSpeed, "TimerCaveInDone"); 
} 
void TimerCaveIn(string &in asTimer) 
{ 
if(asTimer == "1"){ 
CreateParticleSystemAtEntity("cavein", "ps_break_cavein_local", "cave_in", false); 
PlaySoundAtEntity("caveins", "explosion_rock_large", "cave_in", 0.0f, false); 
TeleportPlayer("PlayerStartArea_5"); 
} 
else if(asTimer == "3"){ 
StopSound("rumble", 3.0f); 
} 
} 
Next, I think you'll all understand. 
If that fails, it is better to download notepad: http://wiki.frictionalgames.com/hpl2/thi...xt/notepad.
			  
			
			
			
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	| 11-06-2013, 05:43 PM  | 
	
		
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