Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
keep monster from despawining
lothabread Offline
Member

Posts: 106
Threads: 11
Joined: Apr 2012
Reputation: 2
#3
RE: keep monster from despawining

that would be helpful ^^ oh and, how is it i go about playing a sound when a player walks into an area ? this is my script so far but the noise won't play.

PHP Code: (Select All)
////////////////////////////
// Run when starting game
void OnStart()
{
/////////////////////////////////////////////////////////////////////////////////////////
//Debug
    
if(ScriptDebugOn())
          {
               
GiveItemFromFile("lantern", "lantern.ent");
               
SetPlayerLampOil(100.0f);
 
               for(
int i = 0;i < 10;i++)
               {
                    
GiveItemFromFile("tinderbox", "tinderbox.ent");
               }
          }
///////////////////////////////////////////////////////////////////////////////////////
//Start Scene
////////////////////////////////////////////////////////////////////////////////////////
    
ShowPlayerCrossHairIcons(false);
    
SetSanityDrainDisabled(true);
    
SetPlayerCrouching(true);
    
SetPlayerActive(false);
    
FadeOut(0);
    
AddTimer("StartGame", 6.0f, "IntroSequence");
////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////
//General Start Items
////////////////////////////////////////////////////////////////////////////////////////
    
GiveItemFromFile("hollow_needle", "hollow_needle.ent");
////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////
//General Script
////////////////////////////////////////////////////////////////////////////////////////
    
AddEntityCollideCallback("playbreaksound" , "Player", "doorbreak", true, 1);
////////////////////////////////////////////////////////////////////////////////////////
}

///////////////////////////////////////////////////////////////////////////////////////
//Start Scene
void IntroSequence(string &in asTimer)
{
    
AddLocalVarInt("iIntroPart", 1);
    
float partSpeed = 0.5f;
    switch(
GetLocalVarInt("iIntroPart")) {
        case 
1:
            
MovePlayerHeadPos(0, -0.9f, 0, 10.0f, 0.1f);
            
PlayGuiSound("", 1.0f);
            
StartPlayerLookAt("AreaIntroLook_1", 10.0f, 10.0f, "");
            
FadePlayerRollTo(-50, 200, 200);
            
partSpeed = 0.5f;
        break;
        
        case 
2:
            
StartPlayerLookAt("AreaIntroLook_1", 1.0f, 1.0f, "");
            
FadeIn(2.0f);
            
Manpig01();
            
partSpeed = 2.6f;  
        break;
        
        case 
3:
            
StartPlayerLookAt("AreaIntroLook_2", 2.0f, 1.0f, "");
            
partSpeed = 5.0f;
        break;
        
        case 
4:
            
StartPlayerLookAt("AreaIntroLook_3", 1.0f, 1.0f, "");
            
PlayGuiSound("", 0.7f);
            
FadeOut(3.0f);
            
partSpeed = 6.0f;
        break;
        
        case 
5:
            
StopPlayerLookAt();
            
PlayGuiSound("joint_cage_slide_open", 10.0f);
            
StartPlayerLookAt("AreaIntroLook_4", 20.0f, 20.0f, "");
            
TeleportPlayer("PlayerDrag");
            
FadePlayerRollTo(70, 200, 200);
            
partSpeed = 1.5f;
        break;
        
        case 
6:
            
StopPlayerLookAt();
            
SetEntityActive("engineer_1", false);
            
SetEntityActive("engineer_2", true);
            
PiggyGo1();
            
SetEntityActive("engineer_3", true);
            
PiggyGo2();
            
partSpeed = 0.1f;
        break;
        
        case 
7:
            
FadeIn(2.0f);
            
AddTimer("drag", 1.0f, "Drag");
            
partSpeed = 11.0f;
        break;
        
        case 
8:
            
FadeOut(2.0f);
            
RemoveTimer("drag");
            
partSpeed = 2.0f;
        break;
        
        case 
9:
            
TeleportPlayer("PlayerStartArea_2");
            
FadeIn(5.0f);
            
StartPlayerLookAt("AreaIntroLook_5", 20.0f, 20.0f, "");
            
PlayGuiSound("", 1.0f);
            
partSpeed = 6.0f;
        break;
        
        case 
10:
            
FadeOut(2.0f);
            
PlayGuiSound("", 1.0f);
            
partSpeed = 4.0f;
        break;
        
        case 
11:
            
FadeIn(4.5f);
            
PlayGuiSound("", 1.0f);
            
StopPlayerLookAt();
            
FadePlayerRollTo(0, 20, 18);
            
MovePlayerHeadPos(0.0, 0.0, 0.0, 0.5, 0.1f);
            
partSpeed = 5.0f;
        break;
        
        case 
12:
            
ShowPlayerCrossHairIcons(true);
            
SetPlayerCrouching(false);
            
SetPlayerActive(true);
            
partSpeed = 0.01f;
        break;
    }
    
    if(
GetLocalVarInt("iIntroPart") < 13)    AddTimer("tmrIntro", partSpeed, "IntroSequence");     
}

void Drag(string &in asTimer)
{
  
AddPlayerBodyForce(0, 0, 10000, false);
  
AddTimer(asTimer, 1.5f, "Drag");
  
PlayGuiSound("Drag03.snt", 1);
}

void Manpig01()
{
    
AddEnemyPatrolNode("engineer_1", "PathNodeArea_1", 0.0f, "");
    
AddEnemyPatrolNode("engineer_1", "PathNodeArea_2", 0.0f, "");
    
AddEnemyPatrolNode("engineer_1", "PathNodeArea_3", 0.0f, "");
} 

/////////////////////////////////////////////////////////////////////////////////////////////////
//General
/////////////////////////////////////////////////////////////////////////////////////////////////

void PiggyGo1()
{
    
SetEntityActive("engineer_2", true);
    
    
AddEnemyPatrolNode("engineer_2", "PathNodeArea_19", 0.0f, "");
    
AddEnemyPatrolNode("engineer_2", "PathNodeArea_78", 0.0f, "");
    
AddEnemyPatrolNode("engineer_2", "PathNodeArea_97", 0.0f, "");
    
AddEnemyPatrolNode("engineer_2", "PathNodeArea_119", 0.0f, "");
    
AddEnemyPatrolNode("engineer_2", "PathNodeArea_19", 0.0f, "");
} 

void PiggyGo2()
{  
    
SetEntityActive("engineer_3", true);

    
AddEnemyPatrolNode("engineer_3", "PathNodeArea_119", 0.0f, "");
    
AddEnemyPatrolNode("engineer_3", "PathNodeArea_19", 0.0f, "");
    
AddEnemyPatrolNode("engineer_3", "PathNodeArea_78", 0.0f, "");
    
AddEnemyPatrolNode("engineer_3", "PathNodeArea_97", 0.0f, "");
    
AddEnemyPatrolNode("engineer_3", "PathNodeArea_119", 0.0f, "");
}

void breaknoise(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates)
{
    
PlaySoundAtEntity("playbreaksound", "15_ripp_door.snt", "prison_unhinged_hinges_1", 1.0f, false);
} 
04-14-2014, 03:16 AM
Find


Messages In This Thread
keep monster from despawining - by lothabread - 04-14-2014, 02:42 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:10 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:16 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:24 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:30 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:35 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 04:28 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 04:31 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:23 AM
RE: keep monster from despawining - by Romulator - 04-14-2014, 05:45 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:43 PM



Users browsing this thread: 1 Guest(s)