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Lag issue when triggering scripts
Linus Ågren Offline
Senior Member

Posts: 309
Threads: 58
Joined: Jan 2011
Reputation: 5
#11
RE: Lag issue when triggering scripts

(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. Smile

Creator of The Dark Treasure.
05-31-2013, 02:53 PM
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RE: Lag issue when triggering scripts - by Linus Ågren - 05-31-2013, 02:53 PM



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