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Custom Story Editor Crowbar Puzzle
rojkish Offline
Junior Member

Posts: 45
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Joined: Jun 2011
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#4
RE: Custom Story Editor Crowbar Puzzle

You should make an area where to put the crowbar firstly;

AddEntityCollideCallback("Crowbar_1", "AreaPutCrowbar", "crowbar", true, 1);
AddEntityCollideCallback("Crowbar_1", "Door or whatever", "crowbar", true, 1);

Then make an area so that it happens a function when the crowbar_joint touches the area;

AddEntityCollideCallback("crowbar_joint", "AreaBreakDoor", "break", true, 1);

Spoiler below!

void crowbar(string &in asParent, string &in asChild, int alState)
{
RemoveItem("crowbar_1"); //If you want to remove it
SetEntityActive("crowbar_joint", true); //I think it's name is crowbar_joint, if it's not, tell
}

void break(string &in asParent, string &in asChild, int alState)
{
*Do you function here, either if you wanna unlock a door or break some planks.
CreateParticleSystemAtEntity("", "ps_hit_wood", "BreakEffect", false);
}


So now you have three areas to put out, one for the place where to put the crowbar(AreaPutCrowbar), one which the joint touches(break), and one which the breakeffect happens(BreakEffect)

Don't forget to put the crowbar_joint whereever you want it and put the active box to not true
06-21-2011, 06:58 PM
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Messages In This Thread
Custom Story Editor Crowbar Puzzle - by Mad Aztec - 06-21-2011, 04:19 PM
RE: Custom Story Editor Crowbar Puzzle - by Nye - 06-21-2011, 06:57 PM
RE: Custom Story Editor Crowbar Puzzle - by rojkish - 06-21-2011, 06:58 PM



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