i3670
Posting Freak
Posts: 1,308
Threads: 74
Joined: Oct 2011
Reputation:
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RE: Nothing is working.
Apjjm: sent download link to mapfile in pm
beecake: done that, didn't work.
Portcullis script
Spoiler below!
void OnStart()
{
ConnectEntities("D", "lever_simple01", "castle_portcullis_1", true, -1, "PortOpen1");
ConnectEntities("E", "lever_simple02", "castle_portcullis_2", true, -1, "PortOpen2");
ConnectEntities("F", "lever_simple03", "castle_portcullis_3", true, -1, "PortOpen3");
}
///Ports///
void PortOpen1(string &in asConnectionName, string &in asMainEntity, string &in asConnectEntity, int alState)
{
if (alState == 1)
{
SetMoveObjectState("castle_portcullis_1", 1);
SetLeverStuckState("lever_simple01", 0, true);
}
else if(alState == -1)
{
SetMoveObjectState("castle_portcullis_1", 0);
}
}
void PortOpen2(string &in asConnectionName, string &in asMainEntity, string &in asConnectEntity, int alState)
{
if (alState == 1)
{
SetMoveObjectState("castle_portcullis_2", 1);
SetLeverStuckState("lever_simple02", 0, true);
}
else if(alState == -1)
{
SetMoveObjectState("castle_portcullis_2", 1);
}
}
void PortOpen3(string &in asConnectionName, string &in asMainEntity, string &in asConnectEntity, int alState)
{
if (alState == 1)
{
SetMoveObjectState("castle_portcullis_3", 1);
SetLeverStuckState("lever_simple03", 0, true);
}
else if(alState == -1)
{
SetMoveObjectState("castle_portcullis_3", 1);
}
}
///Ports End///
Graveyard script
Spoiler below!
void OnStart()
{
AddEntityCollideCallback("Player", "GraveArea_1", "Grave1", true, 1);
AddEntityCollideCallback("Player", "GraveArea_2", "Grave2", true, 1);
AddEntityCollideCallback("Player", "GraveArea_3", "Grave3", true, 1);
AddEntityCollideCallback("Player", "GraveArea_4", "Grave4", true, 1);
SetLocalVarInt("Var1", 0);
SetEntityPlayerLookAtCallback("GraceAreaCorpse_1", "CorpseDisappear1", true);
SetEntityPlayerLookAtCallback("GraceAreaCorpse_2", "CorpseDisappear2", true);
}
void Grave1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("GraceAreaCorpse_1", true);
AddLocalVarInt("Var1", 1);
func5();
}
void Grave2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("GraceAreaCorpse_2", true);
AddLocalVarInt("Var1", 1);
func5();
}
void Grave3(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("Var1", 1);
func5();
}
void Grave4(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("Var1", 1);
func5();
}
void func5()
{
if(GetLocalVarInt("Var1") == 4)
{
SetEntityActive("coffin_dirty_3", true);
SetEntityActive("Flask_03", true);
}
}
void CorpseDisappear1(string &in asEntity, int alState)
{
if (alState == 1)
{
SetPropActiveAndFade("graveyard_corpse03_1", false, 0.5f);
StartScreenShake(0.1f, 0, 0.1, 0.1);
PlayGuiSound("sanity_flick.snt", 0.5f);
PlayGuiSound("scare_wall_scratch_single.snt", 1);
PlayGuiSound("react_breath.snt", 1);
}
}
void CorpseDisappear2(string &in asEntity, int alState)
{
if (alState == 1)
{
SetPropActiveAndFade("graveyard_corpse02_1", false, 0.5f);
StartScreenShake(0.1f, 0, 0.1, 0.1);
PlayGuiSound("sanity_flick.snt", 0.5f);
PlayGuiSound("scare_wall_scratch_single.snt", 1);
PlayGuiSound("react_breath.snt", 1);
}
}
///Graveyard End///
Tunnel script
Spoiler below!
void OnStart()
{
AddEntityCollideCallback("Player", "WhisperArea_1", "WhisperTunnel_1", true, 1);
AddEntityCollideCallback("Player", "WhisperArea_2", "WhisperTunnel_2", true, 1);
AddEntityCollideCallback("Player", "WhisperArea_3", "WhisperTunnel_3", true, 1);
}
///Spike Tunnel///
void WhisperTunnel_1(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "05_event_bottles.snt", "Player", 1.0f, false);
}
void WhisperTunnel_2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 1.0f, false);
}
void WhisperTunnel_3(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 1.0f, false);
}
///Spike Tunnel End///
Lab script
Spoiler below!
void OnStart()
{
SetEntityInteractionDisabled("glass_container_1", true);
ConnectEntities("Ignite", "ValveIgnite", "Valve_1_AreaBottle", false, 0, "TurnOnAcidLab");
}
////////LAB///////
void TurnOnAcidLab(string &in asConnectionName, string &in asMainEntity, string &in asConnectEntity, int alState)
{
if(alState == 1)
{
for(int i=1;i<=4;i++) {
CreateParticleSystemAtEntity(asName+"Fire"+i, "ps_fire_candle.ps", "Valve_"+i+"_AreaBottle", false);
FadeLightTo("Valve_"+i+"_Light", -1, -1, -1, -1, 0.4f, 1);
SetWheelStuckState("Valve_"+i, 0, true);
}
PlaySoundAtEntity("IgniteSound", "general_fire_burning_low", "Valve_1_AreaBottle", 1, false);
SetWheelStuckState("ValveIgnite", 1, true);
}
else if(alState == -1)
{
}
}
///////LAB END//////
I don't have multiple OnStarts, it's just from when I split up the script.
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