Slide Show display - help please. im so close to this.
So I have a script that displays a slide show in front of the player with billboards of course, its part of an introduction of my map, exactly similar to the penumbra intro. I just cant put my thumb on it, I know the code will work but its not. All the billboards are de-activated so that the script can work. It starts with a trigger upon spawn then the rest of the functions continue with in that same trigger as a "AddTimer" function.
All of the billboards are attached to there respected light.
So here's the script. When I spawn it seems to work but the pictures are still there and do not do the required functions I tell it to do. This is frustrating. The code must work, hmmm, well here's the script for it. Any help will be much great full.
Oh and I put "//" in front of the "FadeIn" and "FadeOut" cuz I just want to test to see if the pictures appear and dissapear.
////////////////////////////
// Run first time starting map
void OnStart()
{
FadeLightTo("Pic1", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic1a", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic2", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic3", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic4", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic5", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic6", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic7", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic8", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic9", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic10", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic11", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic12", 0, 0, 0, 0, -1, 0);
FadeLightTo("Pic13", 0, 0, 0, 0, -1, 0);
AddEntityCollideCallback("Player" , "start" , "startfunc" , true, 1);
}
//Introduction Slideshow**********************************************************
void startfunc(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "OldTimes.snt", "Player", 0.0f, false);
//FadeOut(0);
SetPlayerActive(false);
AddTimer("", 1.0f, "start2");
}
void start2(string &in asTimer)
{
//FadeOut(0);
AddTimer("", 1.0f, "pic1ain");
}
void pic1ain(string &in asTimer)
{
FadeLightTo("pic1a", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic1aout");
}
void pic1aout(string &in asTimer)
{
FadeLightTo("pic1a", 0, 0, 0, 0, -1, 2);
//FadeOut(1);
AddTimer("", 7.0f, "pic1in");
}
void pic1in(string &in asTimer)
{
FadeLightTo("pic1", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic1out");
}
void pic1out(string &in asTimer)
{
FadeLightTo("pic1", 0, 0, 0, 0, -1, 2);
//FadeOut(1);
AddTimer("", 7.0f, "pic2in");
}
void pic2in(string &in asTimer)
{
FadeLightTo("pic2", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic2out");
}
void pic2out(string &in asTimer)
{
FadeLightTo("pic2", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic3in");
//FadeOut(1);
}
void pic3in(string &in asTimer)
{
FadeLightTo("pic3", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic3out");
}
void pic3out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic3", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic4in");
}
void pic4in(string &in asTimer)
{
FadeLightTo("pic4", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic4out");
}
void pic4out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic4", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic5in");
}
void pic5in(string &in asTimer)
{
FadeLightTo("pic5", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic5out");
}
void pic5out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic5", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic6in");
}
void pic6in(string &in asTimer)
{
FadeLightTo("pic6", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic6out");
}
void pic6out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic6", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic7in");
}
void pic7in(string &in asTimer)
{
FadeLightTo("pic7", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic7out");
}
void pic7out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic7", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic8in");
}
void pic8in(string &in asTimer)
{
FadeLightTo("pic8", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic8out");
}
void pic8out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic8", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic9in");
}
void pic9in(string &in asTimer)
{
FadeLightTo("pic9", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic9out");
}
void pic9out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic9", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic10in");
}
void pic10in(string &in asTimer)
{
FadeLightTo("pic10", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic10out");
}
void pic10out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic10", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic11in");
}
void pic11in(string &in asTimer)
{
FadeLightTo("pic11", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic11out");
}
void pic11out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic11", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic12in");
}
void pic12in(string &in asTimer)
{
FadeLightTo("pic12", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic12out");
}
void pic12out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic12", 0, 0, 0, 0, -1, 2);
AddTimer("", 7.0f, "pic13in");
}
void pic13in(string &in asTimer)
{
FadeLightTo("pic12", 10, 10, 10, 0, -1, 2);
//FadeIn(1);
AddTimer("", 7.0f, "pic13out");
}
void pic13out(string &in asTimer)
{
//FadeOut(1);
FadeLightTo("pic13", 0, 0, 0, 0, -1, 2);
}
//*****************************************************************************************
/////Dont go out Jacob sound trigger/////
void Story1(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "Story1TheLockedDoor.snt", "Player", 0.0f, false);
StartPlayerLookAt("MainDoor", 10.0f, 10.0f , "");
AddTimer("", 45.0f, "stoplook");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
//********************************************************************************************************************************
// Run when entering map
void OnEnter()
{
//Messeges
AddEntityCollideCallback("Player", "StoryIntro", "StoryIntrofunc", true, 1);
AddEntityCollideCallback("Player", "Thaughts1", "Thaughts1func", true, 1);
AddEntityCollideCallback("Player", "Thaughts2", "Thaughts2func", true, 1);
AddEntityCollideCallback("Player", "Thaughts3", "Thaughts3func", true, 1);
AddEntityCollideCallback("Player", "Thaughts4", "Thaughts4func", true, 1);
AddEntityCollideCallback("Player", "Thaughts5", "Thaughts5func", true, 1);
AddEntityCollideCallback("Player", "Thaughts6", "Thaughts6func", true, 1);
AddEntityCollideCallback("Player", "Thaughts7", "Thaughts7func", true, 1);
AddEntityCollideCallback("Player", "Thaughts8", "Thaughts8func", true, 1);
}
//Messege Func
void StoryIntrofunc(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "StoryIntro1", 28);
}
///////////////////thaughts////////////////////thaughts/////////////////////////////////Thaughts
//******************************************************************************//
void Thaughts1func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts1", 7);
}
void Thaughts2func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts2", 7);
}
void Thaughts3func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts3", 7);
}
void Thaughts4func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts4", 7);
}
void Thaughts5func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts5", 7);
}
void Thaughts6func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts6", 7);
}
void Thaughts7func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts7", 7);
}
void Thaughts8func(string &in asParent, string &in asChild, int alState)
{
SetMessage("Message", "Thaughts8", 12);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
(This post was last modified: 12-15-2011, 07:25 PM by jssjr90.)
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