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What is the script for making the player look a spefici place?
Cruzore Offline
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Posts: 301
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Joined: Jun 2012
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#13
RE: What is the script for making the player look a spefici place?

(06-23-2012, 09:05 PM)bored2tears Wrote: 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.
---------------------------------------------------------------------------------------------
Under void screamlook(string &in asParent, string &in asChild, int alState)
that's the wrong point. Add this to OnStart():
AddEntityCollideCallback("screamlook", "Player", "ScreamlookFunc", true, 1);

Then add this anywhere, but not inside any other function:

void ScreamlookFunc(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");
}

The rest is all right, it seems. To explain your mistake: You have to use a collide callback to check if the player ever collides with the area.
(This post was last modified: 06-23-2012, 09:14 PM by Cruzore.)
06-23-2012, 09:13 PM
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RE: What is the script for making the player look a spefici place? - by Cruzore - 06-23-2012, 09:13 PM



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