I don't mean to ask a question on my problem in this thread, but it seems as if we have similar problems, so I didn't think it would be necessary to create a new thread for it.
I want the character, when he walks into the script area "screamlook", he faces the door "mansion_1", a sound plays "help.snt", and he looks at it for a few seconds.
Here is my .hpl log.
void OnStart()
{
AddEntityCollideCallback("Player", "slam1", "slamshut", true, 1);
AddUseItemCallback("", "Spare_Key", "LockedDoor1", "UsedKeyOnDoor", true);
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you
want the 'unconciousness' to last
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
void DoorLockedPlayer(string &in entity)
{
if(GetSwingDoorLocked("LockedDoor1") == true)
{
SetMessage("Messages", "lock1", 0);
}
}
void screamlook(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "help.snt", "mansion_1", 0, false);
SetPlayerActive(false);
StartPlayerLookAt("mansion_1", 3.0f, 5.0f, "StopLook");
AddTimer("timer01", 1.5f, "StopLook");
}
void StopLook(string &in asTimer)
{
StopPlayerLookAt();
SetPlayerActive(true);
}
void slamshut(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("doorslam1", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
void UsedKeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked("LockedDoor1", false, true);
PlaySoundAtEntity("", "unlock_door", "LockedDoor1", 0, false);
RemoveItem("Spare_Key");
}
Thanks in advance.