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Area Triggers Help!
JetlinerX Offline
Senior Member

Posts: 599
Threads: 49
Joined: Jun 2011
Reputation: 19
#19
RE: Area Triggers Help!

I have a SetEntityPlayerInteractCallback, but how do I make it activate the area after picking up the note? My current code is:
void OnStart()
{
        AddEntityCollideCallback("Player", "attic_sound_scare1", "OnStart", true, 1);
        SetEntityPlayerInteractCallback("note_attic_desk", "OnPickup", true);
        AddEntityCollideCallback("Player", "mainatticscare", "OnPickup", true, 1);
}
void OnStart(string &in asParent, string &in asChild, int alState)
{
        PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "lurker_hit_Wood", "mainatticscare", 0, false);
}
void OnPickup(string &in parent, string &in child, int state)
{
     if (parent == "Player" && child == "mainatticscare")
     {
         GiveSanityDamage(20, true);
         SetPlayerActive(false);
         AddPlayerBodyForce(-40000, 25000, 0, false);
         FadePlayerRollTo(75, 3, 2);
         StartPlayerLookAt("level_celler_1", 2, 2, "");
         SetPlayerCrouching(true);
         AddTimer("", 2, "Timer1");
         AddTimer("", 10, "Timer2");
         GivePlayerDamage(10, "BloodSplat", false, false);
         SetLanternDisabled(true);
         PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false);
         FadeRadialBlurTo(1, 0.5);
     }
}
void OnLeave ()
{
}

The "OnStart, OnPickup" are both just space fillers because I have NO IDEA what to add there xD
AERGG!!! I am so close! New Code:

void OnStart()
{
        AddEntityCollideCallback("Player", "attic_sound_scare1", "OnStart", true, 1);
        SetEntityPlayerInteractCallback("note_attic_desk", "OnPickup", true);
        AddEntityCollideCallback("Player", "mainatticscare", "OnPickup", true, 1);
}
void OnStart(string &in asParent, string &in asChild, int alState)
{
        PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true);
        PlaySoundAtEntity("", "lurker_hit_Wood.snt", "mainatticscare", 0, true);
}
void OnPickup(string &in parent, string &in child, int state)
{
     if (parent == "Player" && child == "note_attic_desk")
     {
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor1", false);    
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor1", false);
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor2", false);    
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor2", false);
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor3", false);    
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor3", false);
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor4", false);    
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor4", false);
        PlaySoundAtEntity("", "lurker_hit_Wood", "Player", 0, false);
        GiveSanityDamage(20, true);
        SetPlayerActive(false);
        AddPlayerBodyForce(-40000, 25000, 0, false);
        FadePlayerRollTo(75, 3, 2);
        StartPlayerLookAt("level_celler_1", 2, 2, "");
        SetPlayerCrouching(true);
        AddTimer("", 2, "Timer1");
        AddTimer("", 10, "Timer2");
        GivePlayerDamage(10, "BloodSplat", false, false);
        SetLanternDisabled(true);
        PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false);
        FadeRadialBlurTo(1, 0.5);
     }
}
void OnLeave ()
{
}

Someone please just tell me how to make an area inactive until a note is picked up, then the area activates! PLEASE!!!!!!!!!!!!!

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

(This post was last modified: 08-17-2011, 08:17 PM by JetlinerX.)
08-17-2011, 07:21 PM
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Messages In This Thread
Area Triggers Help! - by JetlinerX - 08-17-2011, 05:10 AM
RE: Area Triggers Help! - by Your Computer - 08-17-2011, 05:16 AM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 05:19 AM
RE: Area Triggers Help! - by Your Computer - 08-17-2011, 05:37 AM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 05:44 AM
RE: Area Triggers Help! - by Your Computer - 08-17-2011, 05:57 AM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 06:01 AM
RE: Area Triggers Help! - by Your Computer - 08-17-2011, 06:08 AM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 06:12 AM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 03:12 PM
RE: Area Triggers Help! - by Tanshaydar - 08-17-2011, 03:22 PM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 03:36 PM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 04:39 PM
RE: Area Triggers Help! - by Tanshaydar - 08-17-2011, 05:24 PM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 05:32 PM
RE: Area Triggers Help! - by Tanshaydar - 08-17-2011, 07:01 PM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 07:14 PM
RE: Area Triggers Help! - by GreyFox - 08-17-2011, 07:17 PM
RE: Area Triggers Help! - by JetlinerX - 08-17-2011, 07:21 PM
RE: Area Triggers Help! - by Homicide13 - 08-18-2011, 06:56 AM



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