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Not sure if this is possible, but I want to ask anyways
Ananaias Offline
Junior Member

Posts: 20
Threads: 7
Joined: Jun 2012
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#5
RE: Not sure if this is possible, but I want to ask anyways

I probably did it wrong. I got rid of the bed thing, don't worry about that. I'm using the bed already on the map.

I have the following in my game:

http://puu.sh/zXzB

That's 3 bodies, 2 lamps, and a pin light.

Because of my lack of understanding, and not really knowing what to do, I ended up making it so that "deadbodyb" is set active when the lever is pulled.

I tried making it so that when looking at "deadbodyb", "deadbodya," "deadbodyc", and the lamps and light would show up, but it's not working.

All together, I want me turning around to spawn all 3 bodies, the two lamps, and the pinlight I have, but I am having difficulties doing it. Here's my code if anyone can help. I really appreciate it.

PHP Code: (Select All)
void OnStart()
{
    
SetEntityPlayerLookAtCallback("deadbodyb""lookedatbed"true);
    
SetEntityConnectionStateChangeCallback("lever""func_shelf");
    
AddUseItemCallback("""MasterRoomKey""MasterRoomDoor""unlock_door"true);
}

void func_shelf(string &in asEntityint alState)
{
    if (
alState == 1)
{
    
SetSwingDoorClosed("MasterRoomDoor"truetrue);
    
SetLampLit("light1room2"falsetrue);
    
SetLampLit("light2room2"falsetrue);
    
SetLampLit("light3room2"falsetrue);
    
SetLampLit("light4room2"falsetrue);
    
SetLampLit("light5room2"falsetrue);
    
SetLampLit("light6room2"falsetrue);
    
SetLampLit("light7room2"falsetrue);
    
SetLampLit("light8room2"falsetrue);
    
SetLampLit("light9room2"falsetrue);
    
SetLampLit("light1hall1"falsetrue);
    
SetLampLit("light2hall1"falsetrue);
    
SetLampLit("light3hall1"falsetrue);
    
SetLampLit("light4hall1"falsetrue);
    
SetLampLit("light5hall1"falsetrue);
    
SetLampLit("light6hall1"falsetrue);
    
SetLampLit("light7hall1"falsetrue);
    
SetLampLit("light8hall1"falsetrue);
    
SetLampLit("light1room1"falsetrue);
    
SetLampLit("light2room1"falsetrue);
    
SetLampLit("light3room1"falsetrue);
    
SetLampLit("light4room1"falsetrue);
    
SetLampLit("light5room1"falsetrue);
    
SetLampLit("light6room1"falsetrue);
    
SetLampLit("light7room1"falsetrue);
    
SetLampLit("light8room1"falsetrue);
    
SetLightVisible("point1room2"false);
    
SetLightVisible("point2room2"false);
    
SetLightVisible("point3room2"false);
    
SetLightVisible("point4room2"false);
    
SetLightVisible("point5room2"false);
    
SetLightVisible("point6room2"false);
    
SetLightVisible("point7room2"false);
    
SetLightVisible("point8room2"false);
    
SetLightVisible("point9room2"false);
    
SetLightVisible("point1hall1"false);
    
SetLightVisible("point2hall1"false);
    
SetLightVisible("point3hall1"false);
    
SetLightVisible("point4hall1"false);
    
SetLightVisible("point5hall1"false);
    
SetLightVisible("point6hall1"false);
    
SetLightVisible("point7hall1"false);
    
SetLightVisible("point8hall1"false);
    
SetLightVisible("point1room1"false);
    
SetLightVisible("point2room1"false);
    
SetLightVisible("point3room1"false);
    
SetLightVisible("point4room1"false);
    
SetLightVisible("point5room1"false);
    
SetLightVisible("point6room1"false);
    
SetLightVisible("point6room1"false);
    
SetLightVisible("point8room1"false);
    
SetMoveObjectState("shelf"1.0f);
    
SetEntityActive("deadbodyb"true);
    
SetEntityActive("hallwaypoofer"true);
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_1"2"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_2"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_3"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_4"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_5"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_6"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_7"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_8"0"");
    
AddEnemyPatrolNode("hallwaypoofer""PathNodeArea_9"2"");
    
PlaySoundAtEntity("""quest_completed.snt""rotatearea"0false);
        return;
    }
}

void lookedatbed(string &in asParentstring &in asChildint alState)
{
    
SetEntityActive("deadbodya"true);
    
SetEntityActive("deadbodyc"true);
    
SetEntityActive("redlighta"true);
    
SetEntityActive("redlightb"true);
    
SetLightVisible("redlight"true);


EDIT: I couldn't get the code to work at all with "SetEntityPlayerLookAtCallback("bed_scare", lookedatbed, true);". The game wouldn't even start. I did some googling and found "void lookedatbed(string &in asParent, string &in asChild, int alState)"

I'm sure it CAN work with "SetEntityPlayerLookAtCallback("bed_scare", lookedatbed, true);", and I just screwed something up. If someone can help me with that, too, that'd be awesome.
(This post was last modified: 06-10-2012, 09:50 AM by Ananaias.)
06-10-2012, 09:49 AM
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RE: Not sure if this is possible, but I want to ask anyways - by Ananaias - 06-10-2012, 09:49 AM



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