Xanthos
Senior Member
Posts: 318
Threads: 9
Joined: Mar 2012
Reputation:
8
|
RE: cheap scare
(04-04-2012, 03:29 AM)zombiehacker595 Wrote: (04-04-2012, 01:55 AM)JetlinerX Wrote: With your current script, the corpse has to be in the script area for the sound to play. Are you sure this is what you want?
yea but the script area is bassically 3/4 of the room i just left out the door area
(04-03-2012, 05:21 PM)Xanthos Wrote: (04-03-2012, 01:22 AM)zombiehacker595 Wrote: so i put in a cheap scare into my game bassically you walk into the room no one on the chair get close to the chair naked man shows up this is my script
AddEntityCollideCallback("Player", "ScriptArea_3", "CheapScare", true, 1);
AddEntityCollideCallback("corpse_bloody_2", "ScriptArea_3", "Sound", true, 1);
}
void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
}
void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "ScriptArea_3", 0, false);
}
this script is working. so what would i add to get rid off him after about 1 or 2 seconds?
void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
AddTimer("1", 0.5f, "BEGONE");
}
void BEGONE(string &in asTimer)
{
if(asTimer == "1"){
SetEntityActive("corpse_bloody_2", false);
}
}
worked but there was no need for the if just crashed the game How could it crash the game?
hmm Oh well, if it worked.
|
|
04-04-2012, 05:06 AM |
|