Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
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RE: How do I use particle system for this scare?
Set a script area near the door the the player will walk into the activate the script and name it "bangarea". Go into the script and try this (fill in capitalizations with your own info):
//________________________________
void OnStart()
{
AddEntityCollideCallback("Player", "bangarea", "bang_func", true, 1);
}
void bang_func(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("DOORNAME", 10, 10, ""); //This makes the player turn to the banging door
PlaySoundAtEntity("", "BANGINGSOUND.snt", "DOORNAME", 0, false); //The sound of the thuds. Find which one you like best.
CreateParticleSystemAtEntity("", "ps_break_mansionbase_wall.ps", "DOORNAME", true); //The debris off the door. You can change the .ps if you don't like this one.
AddTimer("", YOURTIME+f, "lookawayfromdoor"); //This timer leads to the "look away" script to stop looking at the door and giving player control.
}
void lookawayfromdoor(string &in asTimer)
{
StopPlayerLookAt();
}
//_________________________________
Remember, in the timer, to put the amount of seconds you want to stay looking at the door. an example of this would be: 1 or 1.2f, understand?
(This post was last modified: 12-05-2011, 12:26 AM by Statyk.)
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12-05-2011, 12:25 AM |
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