Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Script for closing a door?
Hartmann Offline
Member

Posts: 52
Threads: 18
Joined: Jun 2012
Reputation: 0
#1
Script for closing a door?

Ok guys i need a script. the player shall look at the door and it shall close as soon as he picks up a key.TThe looking spot shows as soon as i enter and not when i pick u the key. and also i need help for a script to close a door. anyony wanna tak his time to help me?


void OnStart()
{
AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true);
AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true);
AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true);
SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true);
StartPlayerLookAt("mansion_5", 10, 10, "");
AddPropImpulse("mansion_5", 0, 0, 10, "World");
AddTimer("StopLook", 3, "LookAtDoor");
PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true);
RemoveItem("key_1");
}

void KeyOnDoor_2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true);
RemoveItem("key_2");
}

void KeyOnDoor_5(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_5", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true);
RemoveItem("key_3");
}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

void ActivateMonster(string &in item)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 4, "Idle");

}

void LookAtDoor(string &in asTimer)
{
StopPlayerLookAt();
}
06-23-2012, 02:48 PM
Find
Cruzore Offline
Senior Member

Posts: 301
Threads: 2
Joined: Jun 2012
Reputation: 37
#2
RE: Script for closing a door?

the look at part is already answered by me in your last post, 10 seconds ago. for the locking part, just use the setswingdoorlocked function again, just with true instead of false.
06-23-2012, 02:51 PM
Find
Hartmann Offline
Member

Posts: 52
Threads: 18
Joined: Jun 2012
Reputation: 0
#3
RE: Script for closing a door?

(06-23-2012, 02:51 PM)FastHunteR Wrote: the look at part is already answered by me in your last post, 10 seconds ago. for the locking part, just use the setswingdoorlocked function again, just with true instead of false.
dident see dat. sorry. but ty
06-23-2012, 02:53 PM
Find




Users browsing this thread: 1 Guest(s)