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Script Help 'Decay' Custom Story: HELP
Aweno Offline
Junior Member

Posts: 4
Threads: 2
Joined: Nov 2011
Reputation: 0
#1
Question  'Decay' Custom Story: HELP

'Hey, y'all - again, 'I'm new to Frictional Games' forums, 'and I'm pleased with the immediate assistance on my last (first) thread. 'I'd solved that issue with my last post, 'thanks for the helpful information provided by Statyk. 'The link's below, 'but I've scrapped the idea of a crowbar referring to my need of advance in my map, 'but, this time, I'm set to make the player bend down and check the empty space between the door to find a wooden beam (I'd solved the player-checking-below-the-door thing in my previous thread) behind the door and knock it over to possibly hit three script-areas surrounding the wood beam which'd unlock the door, 'cause - technically, the beam was blocking the door from opening, 'and in the script'd unlock the door, WHICH IS NAMED 'cellar_1' IN MY SCRIPT.

'Here's the piece of script I need to fix:

// ON EXAMINING THE DOOR'S SPACE BELOW THE DOOR
void OnLoadMap()
{
SetEntityCallbackFunc("tinderbox_lookbelow", "OnPickup");
AddEntityCollideCallback("ScriptArea_2", "wood_beam_1", "SetSwingDoorLocked", false, 0);
AddEntityCollideCallback("ScriptArea_3", "wood_beam_1", "SetSwingDoorLocked", false, 0);
AddEntityCollideCallback("ScriptArea_4", "wood_beam_1", "SetSwingDoorLocked", false, 0);
}


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);
SetPlayerJumpDisabled(true);
SetPlayerCrouchDisabled(true);
ChangePlayerStateToNormal();
SetPlayerCrouching(false);
FadeRadialBlurTo(0.10, 2);
SetMessage("MessageCategory", "MessageEntry", 5);
}


void SetSwingDoorLocked(string &in asParent, string &in asChild, int alState)
{
FadePlayerRollTo(0.0f, 33.0f, 33.0f);
MovePlayerHeadPos(0, 0, 0, 1, 0.5f);
PlaySoundAtEntity("drag_dirt", "03_drag_dirt", "Player", 0, false);
PlayMusic("27_puzzle_passage", false, 1.0f, 5, 0, true);
SetPlayerJumpDisabled(false);
SetPlayerCrouchDisabled(false);
FadeRadialBlurTo(0.0, 1);
CreateParticleSystemAtEntity("beamps", "ps_break_wood.ps", "cellar_1", false);
SetSwingDoorLocked("cellar_1", false, false);
void GiveSanityBoostSmall();
}


'I need some serious help with this. What's wrong with my script? 'When the wooden beam hits one of the scripted boxes the player's supposed to return to normal view and stand back up, 'and then the door's supposed to be unlocked, 'and with the music, the sanity-boost, 'the particle-effect... I can't see any of this! I don't understand what I'm not doing right. 'If you can, correct my script for me, I don't know what's wrong 'I really appreciate ANY help, 'thanks.

HERE is my last post. http://www.frictionalgames.com/forum/thread-11502.html
11-27-2011, 01:20 AM
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Messages In This Thread
'Decay' Custom Story: HELP - by Aweno - 11-27-2011, 01:20 AM
RE: 'Decay' Custom Story: HELP - by Statyk - 11-27-2011, 02:12 AM
RE: 'Decay' Custom Story: HELP - by Aweno - 11-27-2011, 01:07 PM
RE: 'Decay' Custom Story: HELP - by Statyk - 11-27-2011, 10:15 PM



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