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Script Help Some complex issue (SOLVED)
Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#3
RE: Some complex issue

Well, basically this is for the guardian walking forward. GuardianGroundEffect sets the particle and sound it generates. FadeInGuardianLight sets a pointlight to red.

AddTimer("EventStep"+alLumpIdx, fDelayToEvent, "EventStep"+alLumpIdx);

This here is for checking if there's some extra stuff supposed to be happening during this step. Like blowing out some candles for example.

void EventStep8(string &asX)
{
    for(int i=56; i<=60; ++i) SetLampLit("candle_floor_blue_no_light_"+i, false, true);
    for(int i=114; i<=117; ++i) SetLampLit("candle_floor_blue_no_light_"+i, false, true);
    
    SetLampLit("candle_floor_blue_11", false, true);
    SetLampLit("candle_floor_blue_20", false, true);
}

When the guardian has reached step 12, no more steps are made.

Don't know if you need anymore information.

This whole script worked before, but I added some extra finesses in and now it crashes the level. So yeah.

Well, found out the scripts which messed everything up.

//Set up a random scream (33% chance)
    if(alLumpIdx > 5 && RandInt(0,2)==0)
    {
        PlaySoundAtEntity("GuardianScream", "25_guardian_ontop.snt", "Player", 0, false);
    }
    
    //Reached final step, no need for further guardian sounds
    if(GetLocalVarInt(sEvent) == 12) return;

This here is wrong appearntly. Can you guys see anything wrong?

Derp.
(This post was last modified: 08-16-2014, 12:40 PM by Neelke.)
08-16-2014, 12:07 PM
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Messages In This Thread
Some complex issue (SOLVED) - by Neelke - 08-16-2014, 01:19 AM
RE: Some complex issue - by FlawlessHappiness - 08-16-2014, 02:32 AM
RE: Some complex issue - by Neelke - 08-16-2014, 12:07 PM
RE: Some complex issue - by Mudbill - 08-16-2014, 03:44 PM
RE: Some complex issue - by TheGreatCthulhu - 08-16-2014, 07:25 PM
RE: Some complex issue - by Neelke - 08-16-2014, 10:41 PM
RE: Some complex issue (SOLVED) - by Neelke - 08-17-2014, 02:16 PM



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