(11-25-2011, 11:30 PM)Statyk Wrote: (11-25-2011, 10:59 PM)Aweno Wrote: 'And here's my apparently useless piece of script:
// ON EXAMINING THE DOOR'S SPACE BELOW THE DOOR
void OnLoadMap()
{
SetEntityCallbackFunc("tinderbox_lookbelow", "OnPickup");
}
void OnPickup(string &in asEntity, string &in type)
{
FadePlayerRollTo(50, 220, 220);
MovePlayerHeadPos(1.7, 0.03, 0.0, 0.5, 0.2);
PlaySoundAtEntity("drag_dirt", "03_drag_dirt", "Player", 0, false);
}
'If you can assist me, 'please share that with me, I'd really like to continue this map, 'it looks good, so far.
-Thank YOU for your time. ;'3
I did a script like this on my Sciophobia campaign. Normal head position is 0. to go DOWN, you need to set the value from -0.01f to -1.5f (if set lower, the view goes through the floor)...
Go into the Entity tab of the tinderbox and fill in the PlayerInteractCallback as: "tindypick1" and replace your "OnPickup" with this:
void tindypick1(string &in asEntity)
{
FadePlayerRollTo(50, 3, 5);
MovePlayerHeadPos(1.7, -1.5f, 0.0, 1, 0.3);
PlaySoundAtEntity("drag_dirt", "03_drag_dirt", "Player", 0, false);
}
'Oh, shit - thanks, brohanovic - it works...! 'Thanks alot, 'right now, 'I'm just set to-- how do I make him rotate normally? 'Daniel spites around the axis like a cogwheel, 'I guess that's just how it works, 'unless I'm able to change the 'FadePlayerRollTo'. I don't know how to fix that, 'but - thanks for the help, I really appreciate that. 'C'y'all, 'and've fun.
'And, how do I freeze the player to prevent him/her from waddling off somewhere else in the tunnel, 'unfreezing the player once he/she picks up the crowbar...? 'Thanks...!