(06-10-2012, 01:02 AM)Ananaias Wrote: the bed changes into "bed_simple_movable" with a dead body on it, or even a suitor, with a bloody/very red scene.
Why do you want it a bed_simple_movable?
The body's are easy to do, just make a body on the bed and untick the "active"
then use the SetEntityActive("bodyname", true); in the script you want.
Same for the red theme, use red lights or so.
Though if you use like PointLight, you need this: SetLightVisible("lightname", true);
(06-10-2012, 01:02 AM)Ananaias Wrote: However, I don't want it to change until the player turns AROUND. So as he's turning around, it looks normal, but when the player is full turned, it changes, then after a few seconds, goes back to normal.
So, now here's the big question:
Is this possible? And if so, how would I go about doing it? Is there some sort of tutorial I could follow?
I believe you need an; SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt);
Calls a function when the player looks at a certain entity.
Callback syntax: void MyFunc(string &in asEntity, int alState)
alState: 1 = looking, -1 = not looking
asName - internal name (the items name to look at)
asCallback - function to call
abRemoveWhenLookedAt - determines whether the callback should be removed when the player looked at the entity
-------------------------------------
Except, on how to trigger it.
Insert the SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt);
inside the function that is triggered when you pull the lever, after it's pulled, and when you look at the bed, it should trigger the function you put in "string& asCallback";
void YourFuncNameHere(string &in asEntity, int alState)
EXAMPLE:
(PUT THIS INSIDE THE FUNCTION THAT IS CALLED WHEN LEVER PULLED)
{
SetEntityPlayerLookAtCallback("bed_scare", lookedatbed, true);
}
(PUT THIS ANYWHERE IN YOUR SCRIPT FILE)
void lookedatbed(string &in asEntity, int alState)
{
SetEntityActive("deadbody_scare", true);
SetLightVisible("redlight", true);
}
Hope you understood, and that this helped!
Never used "SetEntityPlayerLookAtCallback" so can't really help if it doesn't work.