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Configuration Files Help How do i make the end of the storie when player enter area
jessehmusic Offline
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Posts: 423
Threads: 102
Joined: Dec 2011
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#5
RE: How do i make the end of the storie when player enter area

(01-02-2012, 04:23 AM)junkfood2121 Wrote: Well, make some script areas where you want the player to look, then use StartPlayerLookAt function to make him look at a specific area. You can use timers to make him look at several different areas, and to stop looking, use StopPlayerLookAt.



If you want the player to fall down somewhere, use a block box and then set it inactive with SetEntityActive script when you want him to fall down.



So i will make area for that look func
How is that script sorry im new :S Never done , force player to look Sad

void StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string& asAtTargetCallback);
void StopPlayerLookAt(); is it that
And how do i make a few of them i want him to look at left after that right then he falling down...
this is my hps
PHP Code: (Select All)
void OnStart()
{
//START MOVE SHELF EVENT1
    
SetEntityConnectionStateChangeCallback("lever""func_shelf");
//END MOVE SHELF EVENT1

//START SERVANT BRUTE EVENT1
    
AddEntityCollideCallback("Player""monsterspawn_1""MonsterFunction"true1); 
    
AddEntityCollideCallback("servant_brute_1""servant_grunt_1_remove""RemoveMonster"true1);
//END SERVANT BRUTE EVENT1

//START CROWBAR EVENT1
    
AddUseItemCallback("""crowbar_1""mansion_1""CrowbarOnDoor"true);
    
AddEntityCollideCallback("crowbar_joint_1""door_script_1""crowbarfunc"true1);
    
SetEntityActive("crowbar_joint_1"false);
//END CROWBAR EVENT1
//START KEY EVENT1
AddUseItemCallback("""Hidden door key""Hidden Door""KeyOnDoor"true); 
}
//END KEY EVENT1

//START MOVE SHELF EVENT1
void func_shelf(string &in asEntityint alState)
{
if (
alState == 1)
{
    
SetMoveObjectState("shelf",1.0f);
    
PlaySoundAtEntity("""quest_completed.snt""shelf_move_1"0false);
    return;
}
}
//END MOVE SHELF EVENT1


//START SERVANT BRUTE EVENT1 
void MonsterFunction(string &in asParentstring &in asChildint alState)
{
    
SetEntityActive("servant_brute_1"true); 
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_1"2"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_2"0"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_3"0"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_4"2"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_5"0"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_6"0"");
    
AddEnemyPatrolNode("servant_brute_1""PathNodeArea_7"0"");
}    

void RemoveMonster(string &in asParentstring &in asChildint alState)
{
    
SetEntityActive("servant_brute_1"false);

//END SERVANT BRUTE EVENT1

//START CROWBAR EVENT1
void CrowbarOnDoor(string &in itemstring &in door)
{
    
SetEntityActive("crowbar_joint_1"true);
    
RemoveItem("crowbar_1");
}

void crowbar(string &in asItemstring &in asEntity)
{
    
SetEntityActive("crowbar_joint_1"true);
}

void crowbarfunc(string &in asParentstring &in asChildint alState)
{
    
SetPropHealth("mansion_1"0.0f);
    
SetEntityActive("crowbar_joint_1"false);
}
//END CROWBAR EVENT1

//START KEY EVENT1
void KeyOnDoor(string &in asItemstring &in asEntity)
{
SetSwingDoorLocked("Hidden Door"falsetrue);
RemoveItem("Hidden door key");
PlaySoundAtEntity("""unlock_door.snt""Hidden Door"0.0ftrue);
}
//END KEY EVENT1

void OnEnter() 
{

}

void OnLeave() 
{



http://www.moddb.com/mods/jessehmusic - Hospital of horror , WIP
(This post was last modified: 01-02-2012, 04:34 AM by jessehmusic.)
01-02-2012, 04:28 AM
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RE: How do i make the end of the storie when player enter area - by jessehmusic - 01-02-2012, 04:28 AM



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