waqas12346   
 
 
		
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How to FadeImageTrailTo????[Solved] 
  
			 
			
				I have this script. I tried 1000 times but it didnt work 
 I am sure I'm missing something
Spoiler below!   
 
void OnStart() 
{ 
AddEntityCollideCallback("enemy_suitor_2", "despawn", "Function01", true, 1); 
AddEntityCollideCallback("Player", "voice1", "Function02", true, 1); 
AddEntityCollideCallback("Player", "goon", "Function03", true, 1); 
AddEntityCollideCallback("Player", "voice2", "Function04", true, 1); 
AddEntityCollideCallback("Player", "carefulvoice", "Function05", true, 1); 
AddEntityCollideCallback("Player", "itoldyou", "Function06", true, 1); 
AddEntityCollideCallback("servant_brute_1", "lastchance", "Function07", true, 1); 
AddEntityCollideCallback("Player", "voice3", "Function08", true, 1); 
AddEntityCollideCallback("Player", "lastvoice", "Function09", true, 1); 
AddEntityCollideCallback("Player", "active", "Function10", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_1", "Function11", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_2", "Function12", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_3", "Function13", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_4", "Function14", true, 1); 
AddEntityCollideCallback("Player", "keepgoing", "Function15", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_6", "Function16", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_7", "Function17", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_8", "Function18", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_9", "Function19", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_10", "Function20", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_11", "Function21", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_12", "Function22", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_13", "Function23", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_14", "Function24", true, 1); 
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_15", "Function25", true, 1); 
AddEntityCollideCallback("Player", "ScriptArea_5", "Function26", true, 1); 
} 
 
 
void Function01(string &in asParent, string &in asChild, int alState) 
{ 
SetPlayerCrouching(false); 
StopPlayerLookAt(); 
SetPlayerActive(true); 
SetEntityActive("enemy_suitor_2", false); 
GiveSanityDamage(0.1, true); 
PlayGuiSound("despawn.snt",1.0f); 
} 
 
void Function02(string &in asParent, string &in asChild, int alState) 
{ 
FadeImageTrailTo(1.0, 1.5); 
GiveSanityDamage(5, true); 
PlayGuiSound("2.snt",1.0f); 
SetMessage("Messages", "Voice1", 16.0f); 
} 
 
void Function03(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(5, true); 
PlayGuiSound("3.snt",1.0f); 
SetMessage("Messages", "Voice2", 5.0f); 
} 
 
void Function04(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(5, true); 
PlayGuiSound("4.snt",1.0f); 
SetMessage("Messages", "Voice3", 7.0f); 
} 
 
void Function05(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(5, true); 
PlayGuiSound("5.snt",1.0f); 
SetMessage("Messages", "Voice4", 9.0f); 
} 
 
void Function06(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(5, true); 
PlayGuiSound("6.snt",1.0f); 
SetMessage("Messages", "Voice5", 4.0f); 
SetEntityActive("servant_brute_1", true); 
SetPlayerActive(false); 
StartPlayerLookAt("servant_brute_1", 1.0f, 1.0f, ""); 
ShowEnemyPlayerPosition("servant_brute_1"); 
} 
 
void Function07(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(70, true); 
PlayGuiSound("7.snt",1.0f); 
SetMessage("Messages", "Voice6", 11.0f); 
FadeEnemyToSmoke("servant_brute_1", true); 
SetPlayerActive(true); 
StopPlayerLookAt(); 
} 
 
void Function08(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(1, true); 
PlayGuiSound("8.snt",1.0f); 
SetMessage("Messages", "Voice7", 7.0f); 
SetEntityActive("lantern_1", true); 
} 
 
void Function09(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(1, true); 
PlayGuiSound("9.snt",1.0f); 
SetMessage("Messages", "Voice8", 20.0f); 
} 
 
void Function10(string &in asParent, string &in asChild, int alState) 
{ 
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_2", 0, ""); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
SetEntityActive("enemy_suitor_1", true); 
SetPlayerMoveSpeedMul(1.15f); 
} 
 
void Function11(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_1", false); 
SetEntityActive("wood_box01_2", false); 
SetEntityActive("wood_box01_3", false); 
SetEntityActive("wood_box01_4", false); 
SetEntityActive("wood_box01_5", false); 
SetEntityActive("wood_box01_6", false); 
SetEntityActive("wood_box01_7", false); 
} 
 
void Function12(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_8", false); 
SetEntityActive("wood_box01_9", false); 
SetEntityActive("wood_box01_10", false); 
SetEntityActive("wood_box01_11", false); 
SetEntityActive("wood_box01_12", false); 
SetEntityActive("wood_box01_13", false); 
SetEntityActive("wood_box01_14", false); 
} 
 
void Function13(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_15", false); 
SetEntityActive("wood_box01_16", false); 
SetEntityActive("wood_box01_17", false); 
SetEntityActive("wood_box01_18", false); 
SetEntityActive("wood_box01_19", false); 
SetEntityActive("wood_box01_20", false); 
SetEntityActive("wood_box01_21", false); 
} 
 
void Function14(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_22", false); 
SetEntityActive("wood_box01_23", false); 
SetEntityActive("wood_box01_24", false); 
SetEntityActive("wood_box01_25", false); 
SetEntityActive("wood_box01_26", false); 
SetEntityActive("wood_box01_27", false); 
SetEntityActive("wood_box01_28", false); 
} 
 
void Function15(string &in asParent, string &in asChild, int alState) 
{ 
GiveSanityDamage(1, true); 
PlayGuiSound("10.snt",1.0f); 
SetMessage("Messages", "Voice9", 5.0f); 
} 
 
 
void Function16(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_29", false); 
SetEntityActive("wood_box01_30", false); 
SetEntityActive("wood_box01_31", false); 
SetEntityActive("wood_box01_32", false); 
SetEntityActive("wood_box01_33", false); 
SetEntityActive("wood_box01_34", false); 
SetEntityActive("wood_box01_35", false); 
} 
 
void Function17(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_36", false); 
SetEntityActive("wood_box01_37", false); 
SetEntityActive("wood_box01_38", false); 
SetEntityActive("wood_box01_39", false); 
SetEntityActive("wood_box01_40", false); 
SetEntityActive("wood_box01_41", false); 
SetEntityActive("wood_box01_42", false); 
} 
 
void Function18(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_43", false); 
SetEntityActive("wood_box01_44", false); 
SetEntityActive("wood_box01_45", false); 
SetEntityActive("wood_box01_46", false); 
SetEntityActive("wood_box01_47", false); 
SetEntityActive("wood_box01_48", false); 
SetEntityActive("wood_box01_49", false); 
} 
void Function19(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_50", false); 
SetEntityActive("wood_box01_51", false); 
SetEntityActive("wood_box01_52", false); 
SetEntityActive("wood_box01_53", false); 
SetEntityActive("wood_box01_54", false); 
SetEntityActive("wood_box01_55", false); 
SetEntityActive("wood_box01_56", false); 
} 
void Function20(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_57", false); 
SetEntityActive("wood_box01_58", false); 
SetEntityActive("wood_box01_59", false); 
SetEntityActive("wood_box01_60", false); 
SetEntityActive("wood_box01_61", false); 
SetEntityActive("wood_box01_62", false); 
SetEntityActive("wood_box01_63", false); 
} 
void Function21(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_64", false); 
SetEntityActive("wood_box01_65", false); 
SetEntityActive("wood_box01_66", false); 
SetEntityActive("wood_box01_67", false); 
SetEntityActive("wood_box01_68", false); 
SetEntityActive("wood_box01_69", false); 
SetEntityActive("wood_box01_70", false); 
} 
void Function22(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_71", false); 
SetEntityActive("wood_box01_72", false); 
SetEntityActive("wood_box01_73", false); 
SetEntityActive("wood_box01_74", false); 
SetEntityActive("wood_box01_75", false); 
SetEntityActive("wood_box01_76", false); 
SetEntityActive("wood_box01_77", false); 
} 
void Function23(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_78", false); 
SetEntityActive("wood_box01_79", false); 
SetEntityActive("wood_box01_80", false); 
SetEntityActive("wood_box01_81", false); 
SetEntityActive("wood_box01_82", false); 
SetEntityActive("wood_box01_83", false); 
SetEntityActive("wood_box01_84", false); 
 
} 
void Function24(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_85", false); 
SetEntityActive("wood_box01_86", false); 
SetEntityActive("wood_box01_87", false); 
SetEntityActive("wood_box01_88", false); 
SetEntityActive("wood_box01_89", false); 
SetEntityActive("wood_box01_90", false); 
SetEntityActive("wood_box01_91", false); 
} 
void Function25(string &in asParent, string &in asChild, int alState) 
{ 
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f); 
ShowEnemyPlayerPosition("enemy_suitor_1"); 
PlayGuiSound("break_door_suitor.snt",1.0f); 
SetEntityActive("wood_box01_92", false); 
SetEntityActive("wood_box01_93", false); 
SetEntityActive("wood_box01_94", false); 
SetEntityActive("wood_box01_95", false); 
SetEntityActive("wood_box01_96", false); 
SetEntityActive("wood_box01_97", false); 
SetEntityActive("wood_box01_98", false); 
} 
void Function26(string &in asParent, string &in asChild, int alState) 
{ 
StartCredits("creditswithvoice.ogg", true, "Ending", "MainCredits", 5); 
PlayGuiSound("Loud.snt",1.0f); 
} 
 
void OnEnter() 
{ 
SetPlayerCrouching(true); 
SetPlayerMoveSpeedMul(0.5f); 
PlayMusic("25_amb", true, 1.0f, 0, 0, true); 
GiveSanityDamage(99, true); 
SetPlayerActive(false); 
StartPlayerLookAt("cellar_wood01_1", 1.0f, 1.0f, ""); 
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_1", 0, ""); 
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_3", 0, ""); 
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_4", 0, ""); 
} 
void OnLeave() 
{ 
 
} 
 
 
 
If you want me to show the full script, I Will. But please I want to FadeImageTrailTo 
 I like this Effect, It's like Road is getting far away from us 
 
Thanks,
Waqas 
 
			 
			
			
			
				
(This post was last modified: 07-15-2011, 08:36 PM by waqas12346 .) 
 
				
			 
		  
	
 
 
	07-14-2011, 08:02 AM   
	
		
	 
 
	
		 
		Paulpolska   
 
 
		
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RE: How to FadeImageTrailTo???? 
  
			 
			
				set for example to (1.0, 1.5) ;]
			
			
			
 
			
		  
	
 
 
	07-14-2011, 08:04 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 352 
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RE: How to FadeImageTrailTo???? 
  
			 
			
				 (07-14-2011, 08:04 AM) Paulpolska Wrote:   set for example to (1.0, 1.5) ;]
It didn't work 
 HELP!!
			
 
			
			
			
				
(This post was last modified: 07-14-2011, 08:15 AM by waqas12346 .) 
 
				
			 
		  
	
 
 
	07-14-2011, 08:05 AM   
	
		
	 
 
	
		 
		Paulpolska   
 
 
		
			Member 
			
			
			
 
			
	Posts: 144 
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				Maybe Function02 is not called in script
			
			
			
 
			
		  
	
 
 
	07-14-2011, 08:26 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 352 
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				 (07-14-2011, 08:26 AM) Paulpolska Wrote:   Maybe Function02 is not called in script
Ok check Spoiler. I added all the script 
 and please help 
 Everything worked, Just need to trail the image 
 
			 
			
			
			
				
(This post was last modified: 07-14-2011, 08:32 AM by waqas12346 .) 
 
				
			 
		  
	
 
 
	07-14-2011, 08:28 AM   
	
		
	 
 
	
		 
		Paulpolska   
 
 
		
			Member 
			
			
			
 
			
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				Area voice1 is active on map ?
			
			
			
 
			
		  
	
 
 
	07-14-2011, 08:43 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 352 
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
			
			
			
				
(This post was last modified: 07-14-2011, 08:47 AM by waqas12346 .) 
 
				
			 
		  
	
 
 
	07-14-2011, 08:47 AM   
	
		
	 
 
	
		 
		Paulpolska   
 
 
		
			Member 
			
			
			
 
			
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				Maybe you think that FadeImageTrailTo doing something different than is really
			
			
			
 
			
				
(This post was last modified: 07-14-2011, 09:28 AM by Paulpolska .) 
 
				
			 
		  
	
 
 
	07-14-2011, 09:28 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 352 
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				 (07-14-2011, 09:28 AM) Paulpolska Wrote:   Maybe you think that FadeImageTrailTo doing something different than is really
Yes, I know. Do you know that when
I want to do this, I'm working on my map since 2 months now 
 
			 
			
			
			
				
(This post was last modified: 07-14-2011, 09:34 AM by waqas12346 .) 
 
				
			 
		  
	
 
 
	07-14-2011, 09:33 AM   
	
		
	 
 
	
		 
		Paulpolska   
 
 
		
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RE: How to FadeImageTrailTo????[Not Solve, HELP] 
  
			 
			
				2 months ? nice. I finished my custom story in 2 weeks and have eight maps. Hmm I must release it 
 
			 
			
			
 
			
		  
	
 
 
	07-14-2011, 09:36 AM