Door open amount after being locked
Hey guys,
So I've had a monster spawn when the player walks into an area, I have also made it so that a current locked door becomes unlocked. After it being unlocked i want it to be open a certain amount so that it looks like the monster has went in there but in actual fact he has just disappeared. I am using SetMoveObjectState and it doesn't seem to want to work. Help please :-) My code is below
////////////////////////////////
// Run when starting the map
void OnStart()
////////////////////////////////
// Entities
{
SetPlayerLampOil(25.0f); //Sets player lamp oil to 25% full from start
AddUseItemCallback("", "Bedroom_Key", "Bedroom_Key_Door", "UsedKeyOnDoor", true); //Assigns the key to the door and sets the action of this as UsedKeyOnDoor
AddEntityCollideCallback("Player", "DoorCloseArea1", "DoorCloseBang", true, 1); //Declaring when a player walks into an area called "DoorCloseArea1" Deletes the possibility of it happening again so it can only happen once: Number = 1 for player enters. -1 for when player leaves. 0 for both
AddEntityCollideCallback("Player", "MonsterSpawnArea", "MonsterSpawn1", true, 1); //Sets up that if the player enters the monsterspawn area then run the mosterspawn entity meaning the monster will spawn and will continue to follow the nodes
AddEntityCollideCallback("Player", "Baby_Cry", "BabyCry", true, 1); //When the player collides with the area called Baby_Cry a sound will be played known as BabyCry
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity) //Follow code for the UsedKeyOnDoor command
{
SetSwingDoorLocked("Bedroom_Key_Door", false, true); //Sets what door the key works on and it can only be used once
PlaySoundAtEntity("", "unlock_door", "Bedroom_Key_Door", 0, false); //Plays sound when the key is used on the door
RemoveItem("Bedroom_Key"); //Removes the key after it has been used
}
void DoorCloseBang(string &in asParent, string &in asChild, int alState) //Sets up the follow code for the door close bang entity
{
SetSwingDoorClosed("Bedroom_Key_Door", true, true); //Closes a swing door: Effects indicate true to see the door close
SetSwingDoorLocked("Bedroom_Key_Door", true, true); //Locks the door once the player has entered the area after the slam
PlaySoundAtEntity("", "03_amb_library", "Bedroom_Key_Door", 0, false); //Starts the sounds of someone being in a library making some book noises and movement
PlaySoundAtEntity("", "24_bang", "Bedroom_Key_Door", 0, false); //Create banging on the door sound when the door shuts
PlaySoundAtEntity("", "react_scare", "Bedroom_Key_Door", 0, false); //Player breathes heavily after this has taken place
PlaySoundAtEntity("", "24_burn", "Bedroom_Key_Door", 0, false); //Creates a scream at the time of the door slamming and banging
SetPlayerSanity(0.0f); //Makes player sanity 3 dots to add to a blur effect
FadePlayerFOVMulTo(0.85f, 5.0f); //Zooms in the screen adding to the wobble effect
FadePlayerAspectMulTo(0.85f, 1.0f); //Stretches the screen giving wobble effect
FadeImageTrailTo(1.0f, 1.0f); //Adds blur making the wobble effect better
StartPlayerLookAt("Bedroom_Key_Door", 10.0f, 10.0f, ""); //Makes the player look at the bedroom door
AddTimer("", 2.0f, "StopLooking"); //timer to stop looking at the door after 2 seconds
SetEntityActive("slamdoortouch", true); //Sets an active entity of the door
SetEntityInteractionDisabled("Bedroom_Key_Door", true); //Makes interaction with the door disabled
}
void StopLooking(string &in asTimer) //Sets the follow code to stop the player looking
{
StopPlayerLookAt(); //Stop looking at the door
FadePlayerFOVMulTo(1.0f, 5.0f); //Sets the players FOV Multiplier back to normal = 1
FadePlayerAspectMulTo(1.0f, 5.0f); //Sets the Aspect Multiplier back to normal = 1
FadeImageTrailTo(0.0f, 1.0f); //Removes blur
SetPlayerSanity(100.0f); //Sets player sanity back to normal
}
void Locked0(string &in asEntity) //Sets the follow code so the door shows a message
{
SetMessage("DoorMessages", "Locked_Door_Message", 0); //Says the door wont budge when it is locked
}
void MonsterSpawn1(string &in asParent, string &in asChild, int alState) //Follow code for monster spawn
{
SetEntityActive("HoloGrunt1", true); //Makes the Grunt active and will be unactive/gone once the enemy has gotten to the final node unless being chased
SetSwingDoorLocked("LockedHallwayDoor1", false, true); //Unlocks the door making it look like the monster has went into that room
SetMoveObjectState("LockedHallwayDoor1", 0.7f);
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node1", 0.0f, ""); //Makes the monster move to node 1 and so on
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node2", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node3", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node4", 10.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node3", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node2", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node1", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node5", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node6", 0.0f, "");
AddEnemyPatrolNode("HoloGrunt1", "Monster1Node7", 0.0f, "");
}
void BabyCry(string &in asParent, string &in asChild, int alState) //Follow code for the sound of a baby crying
{
PlaySoundAtEntity("", "insanity_baby_cry", "Player", 0, false); //Creates a baby crying when going through into relative room
}
////////////////////////////////
// Run when entering the map
void OnEnter()
{
}
////////////////////////////////
// Run when leaving the map
void OnLeave()
{
}
(This post was last modified: 12-24-2011, 10:51 PM by Grimm101.)
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