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Chains
Kyle Offline
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Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#4
RE: Chains

Alright, I think I can do it. Just hold on a second.

Go to areas, click on rope. Place the rope at the place where you want it to hang from. Go back to areas and create a PosNode where you want the rope to end. Try to keep it aligned with the rope area. Go to the rope's properties and where it says "EndPosNode", put in the PosNode area's name in it. The "StartBody" and "EndBody" could be left blank unless you want it to hold something. Where it says "RopeFile",click on the "..." and go find the "misc" folder and then click on "rope_default_chain.rope". You need to create a script area and place it in the area where the player will walk into the chain causing it to move.

Part 2 in another minute.

Also about the rope's properties, you can edit stiffness and everything else if you want to, but it's not of a necessity. Now you need to script. Go into your script and add this also plugging a few things in to fit your needs.

void OnStart()
{
     PreloadSound("general_chain_rattle_single.snt");
     AddEntityCollideCallback("Player", "ScriptArea_1", "Function01", true, 1);
}
void Function01(string &in asParent, string &in asChild, int alState)
{
     PlaySoundAtEntity("", "general_chain_rattle_single.snt", "ScriptArea_1", 0, false);
}

(This post was last modified: 05-15-2011, 06:07 PM by Kyle.)
05-15-2011, 05:56 PM
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Messages In This Thread
Chains - by Exostalker - 05-14-2011, 07:25 PM
RE: Chains - by Kyle - 05-14-2011, 08:23 PM
RE: Chains - by Exostalker - 05-15-2011, 05:28 PM
RE: Chains - by Kyle - 05-15-2011, 05:56 PM
RE: Chains - by Exostalker - 05-16-2011, 08:54 PM
RE: Chains - by Kyle - 05-16-2011, 09:27 PM



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