Check dem comments
void OnStart()
{
AddEntityCollideCallback("Player", "barrelarea", "barrelpush", true, 1);
AddEntityCollideCallback("barrel_1", "barrelbangarea", "barrelscare", true, 1);
}
// Maybe it's just me, but aren't the parameters "string &in asParent, string &in asChild, int alState" for an entity collide callback? for your barrelpush and barrelscare functions
void barrelpush(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates)
{
//Your barrel is going to move pretty freakin fast. Do you want it to roll or teleport at the speed of light? Make sure your force is directed towards the correct axis just in case
AddPropForce("barrel_1", 0, 0, 20000, "world");
}
void barrelscare(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates)
{
PlaySoundAtEntity("", "lurker_hit_wood.snt","barrel_1", 0, false);
CreateParticleSystemAtEntity("", "ps_break_wood.ps", "barrel_1", true);
SetEntityActive("barrel_1", false);
SetEntityActive("nakedguy", true);
// again, make sure you have the force amount and the direction figured out and you're good :D
AddPropForce("nakedguy", 0, 0, 5000, "world");
//Play a screaming sound or something for added effect :)
}