convolution223
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Posts: 78
Threads: 15
Joined: Jul 2011
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RE: Want Enemies to Open Doors
(07-15-2011, 02:29 PM)ferryadams11 Wrote: Hey I can help u
void OnStart()
{
if(GetEntitiesCollide("grunt_1", "EnemyAtDoor") == true) && (GetSwingDoorLocked("door1") == false))
{
SetSwingDoorDisableAutoClose("door1", true);
//WITH THE NUMBERS I'M NOT QUITE GOOD SO EDIT SOME IF NEEDED//
SetMoveObjectStateExt("door1", 1.0f, 1.0f, 1.2f, 0.2f, false);
}
}
Hope it works now
EDIT: Make sure you named all entities correctly to avoid problems
i've checked the entity names tons of times and there's nothing wrong there... i really thought your code would work what with the disabling autoclose and all.... I am very frustrated that I've spent hours trying to do this and he just keeps breaking the door. I tried countless variations of your code with number tweaks and got the door to start opening... while he's breaking it down that is. But now he just breaks it down, like my hopes and dreams. all crushed and scattered on the floor... Here's what i've got now:
void BrutePatrol(string &in asTimer)
{
if (GetLanternActive()==true){
//ShowEnemyPlayerPosition(GetLocalVarString("ActiveEnemy"));
ShowEnemyPlayerPosition("brute1");
}else{
AddEnemyPatrolNode("brute1", "PathNodeArea_1", 3.0f, "");
AddEnemyPatrolNode("brute1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("brute1", "PathNodeArea_4", 0.0f, "");
AddEnemyPatrolNode("brute1", "PathNodeArea_2", 10.0f, "");
AddEnemyPatrolNode("brute1", "PathNodeArea_4", 0.0f, "");
AddTimer("BrutePatrol_timerWait", 0.0f, "BruteWait");
}
}
void BruteWait(string &in asTimer){
SetEnemyDisableTriggers("brute1", true);
AddTimer("BrutePatrol_timer2", 14.0f, "BrutePart2");
}
void BrutePart2(string &in asTimer){
SetEnemyDisableTriggers("brute1", false);
if (GetLanternActive()==true){
//ShowEnemyPlayerPosition(GetLocalVarString("ActiveEnemy"));
ShowEnemyPlayerPosition("brute1");
}else{
AddEnemyPatrolNode("brute1", "PathNodeArea_3", 12.0f, "");
AddTimer("BrutePatrol_timer1", 0.0f, "BrutePatrol");
}
}
void CollideAreaTest03(string &in asParent, string &in asChild, int alState)
{
//OPEN THE DAMN DOOR YOU BRAINLESS IDIOT (this doesn't work)
/*if(GetSwingDoorLocked("door1")==false){
//SetMoveObjectStateExt("door1", 1, 0.9, 1, 0.2, true);
//SetMoveObjectState("door1", 1);
SetSwingDoorClosed("door1", false, false);
}*/
if (GetEntitiesCollide("brute1","EnemyAtDoor")==true && GetSwingDoorLocked("door1")==false){
SetSwingDoorDisableAutoClose("door1", true);
//SetSwingDoorClosed("door1", false, false);
SetMoveObjectStateExt("door1", 1.0f, 1.8f, 2.2f, 0.5f, false);
}
}
AddEntityCollideCallback("brute1", "EnemyAtDoor", "CollideAreaTest03", false, 1);
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