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Script Help [Solved, sort of] Grunt Not Disappearing
MsHannerBananer Offline
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Posts: 218
Threads: 34
Joined: Sep 2013
Reputation: 10
#1
[Solved, sort of] Grunt Not Disappearing

I have a script set up where the player sees a grunt, or as she describes it, "creature" from down a hall. The thing is scripted to appear, cross through a doorway, and then hits a script box that deactivates it. I felt it was better than making the grunt a hallucination, because you can here the poofing sound and see the dust. I wanted to make it a clean magic trick and have the grunt just plain ol' disappear.

Script is below. My names match and everything, but I feel like I'm missing something. I recently put in some hammer+chipper script, so I don't know if something's messing with it or what. I just need a second, third, and fourth set of eyes to make sure I haven't done anything wrong.

NOTE: The script WORKED ONCE. The FIRST time I tested and before I put in any hammer+chipper stuff, the script actually worked.

PHP Code: (Select All)
int Swings 0;

void OnStart()
{
    
AddEntityCollideCallback("Player""seeShadow""See_Grunt",true1);
    
AddEntityCollideCallback("silent_grunt""silent_grunt_gone""Disable_Grunt",true1);
    
AddEntityCollideCallback("Player""MapChange""ChangeMap"false1);
    
AddUseItemCallback("""stone_hammer_chipper""breakstone_1""Break_Rock"true);
}

void OnEnter()
{

}

void OnLeave()
{

}


//GRUNT//

void See_Grunt(string &in asParentstring &in asChildint alState)
{
    
SetPlayerActive(false);
    
StartPlayerLookAt("silent_grunt"2.0f4.0f"See_Grunt_Walk");
}

void See_Grunt_Walk()
{
    
SetEntityActive("silent_grunt"true);
    
AddTimer("endwalkTimer"8.0f"End_Walk_Timer");
    
SetEnemyDisableTriggers("silent_grunt"true);
    
AddEnemyPatrolNode("silent_grunt""silent_path_3"0.1f"");
    
AddEnemyPatrolNode("silent_grunt""silent_path_5"0.1f"");
    
AddEnemyPatrolNode("silent_grunt""silent_path_7"0.1f"");
    
AddEnemyPatrolNode("silent_grunt""silent_path_8"0.1f"");
}

void Disable_Grunt(string &in asParentstring &in asChildint alState)
{
    
SetEntityActive("silent_grunt"false);
}

void End_Walk_Timer(string &in asTimer)
{
    
SetPlayerActive(true);
    
StopPlayerLookAt();
}

//CHANGE MAP//

void ChangeMap(string &in asParentstring &in asChildint alState)
{
ChangeMap("014_wateroffice.map""PlayerStartArea_1""""");
}


//HAMMER CHIPPER//

void Break_Rock(string &in asItemstring &in asEntity)
{
    
Swings 1;
    
SetEntityActive("move_hammer"true);
    
SetEntityActive("rock_chipper"true);
    
StartPlayerLookAt("move_hammer"22"");
    
AddTimer("hammermove"0.1"MoveHammerTimer");
    
AddTimer("hammersound"0.27"MoveHammerTimer");
    
AddTimer("hammerreset"0.4"MoveHammerTimer");
    
AddTimer("hammerrepeat"0.6"MoveHammerTimer");
}

void MoveHammerTimer(string &in asTimer)
{
    if(
asTimer == "hammermove"SetMoveObjectState("move_hammer"0.4);
    
    else if(
asTimer == "hammersound")
        {
            
StopPlayerLookAt();
            
PlaySoundAtEntity("""impact_rock_high""breakstone_1"0false);
            
PlaySoundAtEntity("""15_hammer""Player"0false);
        }
        
    else if(
asTimer =="hammerreset"SetMoveObjectState("move_hammer"0);
    
    if(
Swings && asTimer =="hammerrepeat")
        {
            
AddTimer("hammermove"0.01"MoveHammerTimer");
            
AddTimer("hammersound"0.17"MoveHammerTimer");
            
AddTimer("hammerreset"0.3"MoveHammerTimer");
            
AddTimer("hammerrepeat"0.5"MoveHammerTimer");
            
Swings Swings 1;
        }
        
    else if(
Swings == && asTimer =="hammerrepeat")
        {
            
AddTimer("hammermove"0.2"MoveHammerTimer");
            
AddTimer("hammersound"0.37"MoveHammerTimer");
            
AddTimer("hammerreset"0.5"MoveHammerTimer");
            
AddTimer("hammerrepeat"0.8"MoveHammerTimer");
            
AddTimer("Break"0.42"MoveHammerTimer");
            
Swings Swings 1;
        }
        
    else if(
Swings == && asTimer =="Break")
        {
            
Break_Rocks_Complete();
            
SetEntityActive("move_hammer"false);
            
SetEntityActive("rock_chipper"false);
        }
}

void Break_Rocks_Complete()
{
    
SetEntityActive("breakstone_1"false);
    
SetEntityActive("breakstone_2"false);
    
SetEntityActive("med_rock_1"true);
    
SetEntityActive("med_rock_2"true);
    
SetEntityActive("med_rock_3"true);
    
SetEntityActive("large_rock_1"true);
    
SetEntityActive("large_rock_2"true);
    
SetEntityActive("large_rock_3"true);
    
SetEntityActive("small_rock_1"true);
    
SetEntityActive("small_rock_2"true);
    
SetEntityActive("small_rock_3"true);
    
SetEntityActive("small_rock_4"true);
    
SetEntityActive("small_rock_5"true);
    
SetEntityActive("small_rock_6"true);
    
SetEntityActive("small_rock_7"true);
    
SetEntityActive("small_rock_8"true);
    
SetEntityActive("small_rock_9"true);
    
SetEntityActive("small_rock_10"true);
    
CreateParticleSystemAtEntity("""ps_hit_wood.ps""breakrock_dust"false);
    
PlaySoundAtEntity("""25_break_rock""Player"0false);


(This post was last modified: 06-19-2014, 03:16 AM by MsHannerBananer.)
06-19-2014, 02:44 AM
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Messages In This Thread
[Solved, sort of] Grunt Not Disappearing - by MsHannerBananer - 06-19-2014, 02:44 AM
RE: Grunt Not Disappearing - by Mudbill - 06-19-2014, 02:51 AM
RE: Grunt Not Disappearing - by MsHannerBananer - 06-19-2014, 03:15 AM



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