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
Making chase scene restart after death
LoneWolf Offline
Senior Member

Posts: 308
Threads: 43
Joined: Sep 2010
Reputation: 0
#2
RE: Making chase scene restart after death

Please i need help with this, i have found the hps file for the games chase scene but none of the scripting makes sense to me, this is what i found : (but i cannot find anythign saying reset in the script page in wiki, so i guess there is none?)

Spoiler below!

void ResetGuardianSequence()
{
for(int i=1;i<=glGuardianSteps;++i)
SetLumpActive(i, false, 0, 0);

// Stops any further advance
SetLocalVarInt("GuardianStop",1);

////////////////////////////////////////
// Reset cave in
SetLocalVarInt("CaveInUnblockedPath", 0);
for(int i=1;i<=2;++i)
{
for(int j=1;j<=4;++j)
{
SetEntityActive("cave_in_"+i+"_"+j, false);
}
}

//Reset rumble area
SetLocalVarInt("RumbleSound", 0);

//Reset effects
FadeRadialBlurTo(0, 0.02f);

// Reset props
ResetProp("GuardianDoor1");
ResetProp("GuardianDoor2");
ResetProp("wood_beam_3");
ResetProp("barrel01_2");
ResetProp("barrel01_1");
ResetProp("stone_small01_brown_1");
ResetProp("stone_med01_brown_1");
ResetProp("torch_static01_13");
SetLampLit("torch_static01_14", true, false);
SetLampLit("torch_static01_15", true, false);
SetLampLit("torch_static01_16", true, false);

//Reset particles
DestroyParticleSystem("GuardianEndFearFog");

// Reset areas
SetEntityActive("AreaAfterCaveIn", true);

//Reset lights
FadeOutGuardianLight("PointLight_60");
FadeOutGuardianLight("PointLight_59");
FadeOutGuardianLight("PointLight_61");
FadeOutGuardianLight("PointLight_62");
FadeOutGuardianLight("PointLight_63");
FadeOutGuardianLight("PointLight_64");
FadeOutGuardianLight("PointLight_65");
FadeOutGuardianLight("PointLight_66");
FadeOutGuardianLight("PointLight_67");
FadeOutGuardianLight("PointLight_68");
FadeOutGuardianLight("PointLight_69");
FadeOutGuardianLight("PointLight_71");
FadeOutGuardianLight("PointLight_72");
FadeOutGuardianLight("PointLight_74");
FadeOutGuardianLight("PointLight_75");
FadeOutGuardianLight("PointLight_76");
FadeOutGuardianLight("PointLight_77");
FadeOutGuardianLight("PointLight_78");
FadeOutGuardianLight("PointLight_54");
FadeOutGuardianLight("PointLight_79");
FadeOutGuardianLight("PointLight_40");
FadeOutGuardianLight("PointLight_53");
FadeOutGuardianLight("PointLight_39");
FadeOutGuardianLight("PointLight_80");
FadeOutGuardianLight("PointLight_38");
FadeOutGuardianLight("PointLight_81");


FadeLightToBlue("PointLight_7");
FadeLightToBlue("PointLight_14");
FadeLightToBlue("PointLight_8");
FadeLightToBlue("PointLight_18");
FadeLightToBlue("PointLight_9");
FadeLightToBlue("PointLight_10");
FadeLightToBlue("PointLight_11");
FadeLightToBlue("PointLight_12");
FadeLightToBlue("PointLight_13");
FadeLightToBlue("PointLight_15");
FadeLightToBlue("PointLight_17");
FadeLightToBlue("PointLight_23");
FadeLightToBlue("PointLight_24");
FadeLightToBlue("PointLight_22");
FadeLightToBlue("PointLight_16");
FadeLightToBlue("PointLight_19");

SetLampLit("torch_static01_13", false, true);


// Reset trigger areas
for(int i=1;i<=2;++i)
SetEntityActive("AreaStartGuardian_"+i, true);

SetEntityActive("slime_seq*", false);
}

void FadeOutGuardianLight(string &in asName)
{
FadeLightTo(asName, 0,0,0,0, -1, 0.2);
}

void FadeLightToBlue(string &in asName)
{
FadeLightTo(asName, 0.1,0.15,0.2,0, -1, 0.2);
}




(This post was last modified: 12-31-2010, 07:00 PM by LoneWolf.)
12-31-2010, 06:57 PM
Find


Messages In This Thread
RE: Making chase scene restart after death - by LoneWolf - 12-31-2010, 06:57 PM



Users browsing this thread: 1 Guest(s)