RE: Waking up at intro
////////////////////////////
// Run first time starting map
void OnStart()
{
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true);
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor2", true);
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1);
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1);
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1);
SetEntityPlayerInteractCallback("NoteActivate", "MonsterActivate2", true);
AddEntityCollideCallback("Frank_2", "Frank2Deactivate", "CollideFrank2Deactivate", true, 1);
AddUseItemCallback("", "Key_3", "Door_4", "UsedKeyOnDoor3", true);
AddEntityCollideCallback("Player", "DoorSlam_5", "CollideDoorSlam_5", true, -1);
AddEntityCollideCallback("Player", "Music_1", "CollideMusic_1", true, 1);
wakeUp();
}
void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
void MonsterActivate(string &in Entity)
{
SetEntityActive("Frank", true);
GiveSanityDamage(10, true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("LockedDoor_1", false, true);
PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false);
RemoveItem("LockedDoorKey_1");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_2", false, true);
PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false);
RemoveItem("Key_2");
}
void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("ScareDoor_1", true, true);
}
void CollideDoorslam_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("LockedDoor_1", true, true);
}
void MonsterActivate2(string &in Entity)
{
SetEntityActive("Frank_2", true);
GiveSanityDamage(30, true);
AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_12", 5.0, "idle_extra1");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, "");
}
void CollideFrank2Deactivate(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("Frank_2",false);
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_4", false, true);
PlaySoundAtEntity("", "unlock_door", "Door_4", 0, false);
RemoveItem("TunnelOfDeath");
}
void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("ScareDoor_5", true, true);
}
void CollideMusic_1(string &in asParent, string &in asChild, int alState)
{
PlayMusic("general_piano01.ogg", true, 0.8, 3.0, 0,);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
///////////////////////////
//Run when leaving map
void OnLeave()
{
}
You didn't put wakeUp in the OnStart set, and you also left your collidecallbacks out. Feel free to PM me or add me on Steam if you like. I'm not the best scripter, but I can do what I can.
Steam: Obliviator27
(This post was last modified: 07-26-2011, 05:10 AM by Obliviator27.)
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