Karai16 
 
 
		
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Finishing it off [SOLVED] THE STORY'S OUT!!!!! 
			 
			
				Hey guys! 
I'm almost done with my first custom story! There are only few things left to do, but I do need your help for it. My questions are: 
1. Can you paste something to the ceiling (I can put it there, but once you enter the map, it immediately falls down) [SOLVED] 
2. How do levers work (I need levers to activate certain events/unlock a door) [SOLVED] 
3. What is the code for activating script areas (I need the areas to be activated since they need to activate their event on the player's way back) [SOLVED] 
4. How does the StartPlayerLookAt work? (I need to make the player look at a monster) [SOLVED] 
5. How do I make a monster ignore the player (the monster needs to follow its path, with the player only a few meters away) [SOLVED]
 
Please help    I'll be done afterwards... (well almost, I can do the final part myself... I think... >.> )
			  
			
			
 
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(This post was last modified: 05-15-2011, 12:01 AM by Karai16.)
 
				
			 
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	| 05-14-2011, 06:28 PM  | 
	
		
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		Kyle 
 
 
		
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RE: Finishing it off 
			 
			
				1. Go to the entity's properties, and check the box that says "Static Physics". 
2.  http://www.frictionalgames.com/forum/thr...67004.html? A little about levers. 
3. SetEntityActive("ScriptArea_1", true);
 
5. SetEnemyDisableTriggers(string& asName, bool abX);
			  
			
			
 
			
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	| 05-14-2011, 06:50 PM  | 
	
		
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		Karai16 
 
 
		
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RE: Finishing it off 
			 
			
				 (05-14-2011, 06:50 PM)Kyle Wrote:  1. Go to the entity's properties, and check the box that says "Static Physics". 
2. http://www.frictionalgames.com/forum/thr...67004.html? A little about levers. 
3. SetEntityActive("ScriptArea_1", true); 
 
5. SetEnemyDisableTriggers(string& asName, bool abX); 
I almost get all of it, but I still don't get the levers   
			 
			
			
 
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	| 05-14-2011, 07:18 PM  | 
	
		
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		Kyle 
 
 
		
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	| 05-14-2011, 07:22 PM  | 
	
		
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		Acies 
 
 
		
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RE: Finishing it off 
			 
			
				4. A startplayerlookat defines: 
a. the entity or area looked at 
b. the acceleration of the looking movement 
c. the maximum speed of the looking movement
 
The player will continously look at the object until a StopPlayerLookat is called - which could be set off by a timer.
 
2. That is for a lever combo tutorial. 
If you only want to pull 1 lever it is quite easy. 
Then you simply use "Alstate" in the execution script.
 
If this is what you are looking for I can give you example scripts   
GL
			  
			
			
 
 ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
  
			
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	| 05-14-2011, 07:24 PM  | 
	
		
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		Karai16 
 
 
		
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RE: Finishing it off 
			 
			
				 (05-14-2011, 07:24 PM)Acies Wrote:  4. A startplayerlookat defines: 
a. the entity or area looked at 
b. the acceleration of the looking movement 
c. the maximum speed of the looking movement 
 
The player will continously look at the object until a StopPlayerLookat is called - which could be set off by a timer. 
 
2. That is for a lever combo tutorial. 
If you only want to pull 1 lever it is quite easy. 
Then you simply use "Alstate" in the execution script. 
 
If this is what you are looking for I can give you example scripts   
 
GL 
Can you give me an example of a look at script including timer? and can you explain what the numbers and things in the timer do?    
 (05-14-2011, 06:50 PM)Kyle Wrote:  1. Go to the entity's properties, and check the box that says "Static Physics". 
2. http://www.frictionalgames.com/forum/thr...67004.html? A little about levers. 
3. SetEntityActive("ScriptArea_1", true); 
 
5. SetEnemyDisableTriggers(string& asName, bool abX); 
I tried using your script for the  levers. I don't get an error, but it's just that the levers don't get stuck, and they don't activate the event I told them to activate...   
Here is the code for the second lever
 void L2(string &in asEntity, int alState) 
{ 
    if (alState == 1) 
    { 
        if(GetLocalVarInt("Lev") == 2) 
        { 
            SetLocalVarInt("Lev", 3); 
            SetEntityInteractionDisabled("lever_2", true); 
            SetLeverStuckState("lever_2", 1, true); 
            SetSwingDoorLocked("KeyStudyDoor", true, false); 
            return; 
        } 
        else if (GetLocalVarInt("Lev") != 2) 
        { 
            SetLocalVarInt("Lev", 1); 
            for (int i = 1; i > 0 && i < 5; i++) 
            { 
                SetEntityInteractionDisabled("lever_"+i, false); 
            } 
            for (int x = 1; x > 0 && x < 5; x++) 
            { 
                SetLeverInteractionDisablesStuck("lever_"+x, true); 
            } 
            return; 
        } 
    } 
}
  
			 
			
			
 
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(This post was last modified: 05-14-2011, 09:18 PM by Karai16.)
 
				
			 
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	| 05-14-2011, 08:53 PM  | 
	
		
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		Kyle 
 
 
		
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RE: Finishing it off 
			 
			
				It should be: 
OnStart() 
{ 
     SetEntityConnectionStateChangeCallback("LeverName", "LevFunc"); 
} 
void LevFunc(string &in asEntity, int alState) 
{ 
     if (alState == 1) 
     { 
          SetSwingDoorLocked("DoorName", false, true); 
          SetLeverStuckState("LeverName", 1, true); 
     } 
}
  
			 
			
			
 
			
				
(This post was last modified: 05-14-2011, 09:29 PM by Kyle.)
 
				
			 
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	| 05-14-2011, 09:27 PM  | 
	
		
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		Karai16 
 
 
		
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RE: Finishing it off 
			 
			
				Thank you so much, the levers are working   
			 
			
			
 
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	| 05-14-2011, 09:46 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: Finishing it off 
			 
			
				From the scripts recollection thread: 
StartPlayerLookAt(ScriptArea, viewacceleration, maxviewvelocity, onlook); 
ScriptArea is the name of the area script you place in your map and where the player looks. 
viewacceleration controls how fast the player looks. 
maxviewvelocity controls the max speed the player looks. 
onlook is a function you call when the player's view is centered on the target. 
To stop the player from looking at a spot, call StopPlayerLookAt();
 Example:
 void TimerDoneLookAt(string &in asTimer) 
{ 
  StopPlayerLookAt(); 
} 
 
//When player starts the level, make him look at this spot. 
void OnStart() 
{ 
  // Function argument is empty since we don't want to call a function. 
  StartPlayerLookAt("AreaLookAt", 2, 2, ""); 
 
  //Make the player look for 2.5 seconds 
  AddTimer("donelook", 2.5f, "TimerDoneLookAt"); 
}
  
			 
			
			
			
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	| 05-14-2011, 09:59 PM  | 
	
		
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		Karai16 
 
 
		
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RE: Finishing it off 
			 
			
				 (05-14-2011, 09:59 PM)Roenlond Wrote:  From the scripts recollection thread: 
 
StartPlayerLookAt(ScriptArea, viewacceleration, maxviewvelocity, onlook); 
ScriptArea is the name of the area script you place in your map and where the player looks. 
viewacceleration controls how fast the player looks. 
maxviewvelocity controls the max speed the player looks. 
onlook is a function you call when the player's view is centered on the target. 
To stop the player from looking at a spot, call StopPlayerLookAt(); 
 
void TimerDoneLookAt(string &in asTimer) 
{ 
  StopPlayerLookAt(); 
} 
 
//When player starts the level, make him look at this spot. 
void OnStart() 
{ 
  // Function argument is empty since we don't want to call a function. 
  StartPlayerLookAt("AreaLookAt", 2, 2, ""); 
 
  //Make the player look for 2.5 seconds 
  AddTimer("donelook", 2.5f, "TimerDoneLookAt"); 
}
  Thanks, going to try and see if it works   
------ 
EDIT: it works! thank y'all a bunch! Maybe I can get my map done tonight!
			  
			
			
 
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(This post was last modified: 05-14-2011, 10:42 PM by Karai16.)
 
				
			 
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	| 05-14-2011, 10:25 PM  | 
	
		
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