(05-30-2013, 09:24 PM)The chaser Wrote: Oh, I'm sorry then. You could try to make something different though: Why must everything go together? You can put timers to distribute the falling ceiling, like this:
void RoofScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("default_entity_1", false);
CreateParticleSystemAtEntity("", "ps_dust_elevator_crash.ps", "Area_BreakDust", false);
PlaySoundAtEntity("", "break_wood.snt", "Area_BreakDust", 0.0f, false);
AddTimer("", 0.8, "Do");
}
void Do (string &in asTimer)
{
SetEntityActive("default_entity_2", true);
SetEntityActive("wooden_board02_*", true);
SetEntityActive("wooden_board03_*", true);
}
Well, thing is that the ceiling has to break at the same time as the sound and boards fall down, else it will look very un-natural!
But I will look for a workaround, otherwise I will just have to accept this.
Creator of The Dark Treasure.