flamez3 
 
 
		
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RE: Collapse 
			 
			
				 (10-28-2011, 03:16 PM)devin413 Wrote:  rofl >.> i nerver make an f behind it   
it worked?
			  
			
			
 
			
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	| 10-28-2011, 03:27 PM  | 
	
		
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		devin413 
 
 
		
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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  
 
			
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	| 10-28-2011, 06:08 PM  | 
	
		
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		Sauron The King 
 
 
		
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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!    
			 
			
			
			
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	| 10-28-2011, 06:18 PM  | 
	
		
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		devin413 
 
 
		
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RE: Collapse 
			 
			
				yehh ok i will be have an eye on it   
			 
			
			
 
Boris Game Studios: Devin413 Moddels Maps Scripts. 
Tenebris Lake 
Killings In Altstadt  
 
			
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	| 10-28-2011, 06:22 PM  | 
	
		
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		Sauron The King 
 
 
		
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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); 
}
  
			 
			
			
			
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	| 10-30-2011, 04:00 PM  | 
	
		
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		Sauron The King 
 
 
		
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	| 11-02-2011, 01:38 PM  | 
	
		
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