| 
		
	
		| flamez3   Posting Freak
 
 Posts: 1,281
 Threads: 48
 Joined: Apr 2011
 Reputation: 
57
 | 
			| RE: Collapse 
 
				 (10-28-2011, 03:16 PM)devin413 Wrote:  rofl >.> i nerver make an f behind it  
it worked?
			 
 |  |  
	| 10-28-2011, 03:27 PM |  |  
	
		| devin413   Member
 
 Posts: 175
 Threads: 7
 Joined: Jul 2011
 Reputation: 
3
 | 
			| RE: Collapse 
 
				 (10-28-2011, 03:27 PM)flamez3 Wrote:   (10-28-2011, 03:16 PM)devin413 Wrote:  rofl >.> i nerver make an f behind it  
 it worked?
 ämm yes    
 Boris Game Studios: Devin413 Moddels Maps Scripts.Tenebris Lake
 Killings In Altstadt
 
 |  |  
	| 10-28-2011, 06:08 PM |  |  
	
		| Sauron The King   Junior Member
 
 Posts: 42
 Threads: 10
 Joined: Oct 2011
 Reputation: 
0
 | 
			| RE: Collapse 
 
				Thanks folks it's working now    
I have added the sound and the shaking camera.  
This is how it looks now:
 //////////////////////////////////////////////////// Slaapkamer Geheime doorgang
 void OnStart()
 {
 SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf");
 }
 
 
 void func_shelf(string &in asEntity, int alState)
 {
 if (alState == 1)
 {
 SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f);
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
 return;
 }
 }
 //////////////////////////////////////////////////
 // Slaapkamer boel stort in
 void OnEnter()
 {
 AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1);
 }
 
 void Collidewhencollapse(string &in asParent, string &in asChild, int alState)
 {SetEntityActive("cave_in_1", true);
 StartScreenShake(0.5, 2, 1, 2);
 PlaySoundAtEntity("Cave_in", "04_rock_break.snt", "Player", 0, true);
 }
If I come across another problem, I will post it right here in this topic. 
Thanks for the great help and tips!    |  |  
	| 10-28-2011, 06:18 PM |  |  
	
		| devin413   Member
 
 Posts: 175
 Threads: 7
 Joined: Jul 2011
 Reputation: 
3
 | 
			| RE: Collapse 
 
				yehh ok i will be have an eye on it   
 Boris Game Studios: Devin413 Moddels Maps Scripts.Tenebris Lake
 Killings In Altstadt
 
 |  |  
	| 10-28-2011, 06:22 PM |  |  
	
		| Sauron The King   Junior Member
 
 Posts: 42
 Threads: 10
 Joined: Oct 2011
 Reputation: 
0
 | 
			| RE: Collapse 
 
				Hello,  
I am now a bit further. Everything will cave in correctly. Now I added a monster. The monster does its work perfectly, but now I want it to exist forever, until the player enters the hidden room. So the patroll nodes will keep looping forever. If you don't find the hidden room, you will keep having the chance you will come across the monster and it will kill you. 
Here you will see the code I made.  
In short, what do I want? 
1) The monsters starts at "PathNodeArea_1". 
2) When the monster gets at "PathNodeArea_25", he will start over at "PathNodeArea_1". nr. 25 is next to point 1, so he can walk from point 25 to 1 easily.
 
That's all    
EDIT: 
I've edited it a bit, and it seems the monster now keeps following his waypoint, untill I reach the secret room.
 //////////////////////////////////////////////////// Slaapkamer Geheime doorgang
 void OnStart()
 {
 SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf");
 }
 
 
 void func_shelf(string &in asEntity, int alState)
 {
 if (alState == 1)
 {
 SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f);
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
 return;
 }
 }
 //////////////////////////////////////////////////
 // Slaapkamer boel stort in
 void OnEnter()
 {
 AddEntityCollideCallback("Player", "Hallwaysleepingrooms_Monstersound", "Grunt_Sound", true, 1);
 AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1);
 AddEntityCollideCallback("Player", "Monster_sleepingrooms", "Grunt_Sleepingrooms", true, 1);
 AddEntityCollideCallback("Player", "Monster_Disappear", "Monster_Fadetodust", true, 1);
 } ///Deze is voor het monster///
 
 void Collidewhencollapse(string &in asParent, string &in asChild, int alState)
 {SetEntityActive("cave_in_1", true);
 StartScreenShake(0.3, 2, 1, 2);
 PlaySoundAtEntity("Cave_in", "04_rock_break.snt", "Player", 0, true);
 PlayMusic("00_event_gallery.ogg", false, 1, 0, 9, true);
 }
 
 ////////////////////////////////////////////////////
 /// Monster in slaapkamer
 
 void Grunt_Sleepingrooms(string &in asParent, string &in asChild, int alState)
 {    SetEntityActive("Grunt_Sleepingrooms", true);
 {for (int i = 1; i <6; i++)
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_1", 2, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_3", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_4", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_5", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_7", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_9", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_10", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_11", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_12", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_13", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_14", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_15", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_16", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_17", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_18", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_19", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_20", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_21", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_22", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_23", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_2", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_24", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_25", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_26", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_3", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_4", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_5", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_6", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_7", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_9", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_10", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_11", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_12", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_13", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_14", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_15", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_16", 0, "");
 AddEnemyPatrolNode("Grunt_Sleepingrooms", "PathNodeArea_17", 4, "");}
 PlayMusic("search_grunt.ogg", true, 2, 0, 1, true);
 }
 
 ////////////////////////////////////////////
 ///Grunt geluid begin slaapkamers
 
 void Grunt_Sound(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("Brute_Wake_up", "amb_idle_whimp.snt", "Player", 0, false);
 }
 
 ////////////////////////////////////////////
 ///Grunt Verdwijnt
 
 void Monster_Fadetodust(string &in asParent, string &in asChild, int alState)
 {
 FadeEnemyToSmoke("Grunt_Sleepingrooms", true);
 PlayMusic("02_amb_safe.ogg", false, 1, 0, 10, true);
 }
 |  |  
	| 10-30-2011, 04:00 PM |  |  
	
		| Sauron The King   Junior Member
 
 Posts: 42
 Threads: 10
 Joined: Oct 2011
 Reputation: 
0
 |  |  
	| 11-02-2011, 01:38 PM |  |  |