DarkSnowman
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How do I use particle system for this scare?
Ok I am working on my custom story and I need someone to help me figure out how to create banging on a particular door (like someone banging a door very hard) and I know you have to use particles to do it but I have no idea how. Can someone tell me how?
(This post was last modified: 12-05-2011, 12:32 AM by DarkSnowman.)
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12-04-2011, 11:58 PM |
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flamez3
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RE: How do I use particle system for this scare?
Im not sure this is what you mean, but you can SetPropHealth("door", 0.5f); and that would bang the door pretty hard (might break it a bit)
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12-05-2011, 12:23 AM |
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Statyk
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RE: How do I use particle system for this scare?
Set a script area near the door the the player will walk into the activate the script and name it "bangarea". Go into the script and try this (fill in capitalizations with your own info):
//________________________________
void OnStart()
{
AddEntityCollideCallback("Player", "bangarea", "bang_func", true, 1);
}
void bang_func(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("DOORNAME", 10, 10, ""); //This makes the player turn to the banging door
PlaySoundAtEntity("", "BANGINGSOUND.snt", "DOORNAME", 0, false); //The sound of the thuds. Find which one you like best.
CreateParticleSystemAtEntity("", "ps_break_mansionbase_wall.ps", "DOORNAME", true); //The debris off the door. You can change the .ps if you don't like this one.
AddTimer("", YOURTIME+f, "lookawayfromdoor"); //This timer leads to the "look away" script to stop looking at the door and giving player control.
}
void lookawayfromdoor(string &in asTimer)
{
StopPlayerLookAt();
}
//_________________________________
Remember, in the timer, to put the amount of seconds you want to stay looking at the door. an example of this would be: 1 or 1.2f, understand?
(This post was last modified: 12-05-2011, 12:26 AM by Statyk.)
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12-05-2011, 12:25 AM |
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DarkSnowman
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RE: How do I use particle system for this scare?
(12-05-2011, 12:25 AM)Statyk Wrote: Set a script area near the door the the player will walk into the activate the script and name it "bangarea". Go into the script and try this (fill in capitalizations with your own info):
//________________________________
void OnStart()
{
AddEntityCollideCallback("Player", "bangarea", "bang_func", true, 1);
}
void bang_func(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("DOORNAME", 10, 10, ""); //This makes the player turn to the banging door
PlaySoundAtEntity("", "BANGINGSOUND.snt", "DOORNAME", 0, false); //The sound of the thuds. Find which one you like best.
CreateParticleSystemAtEntity("", "ps_break_mansionbase_wall.ps", "DOORNAME", true); //The debris off the door. You can change the .ps if you don't like this one.
AddTimer("", YOURTIME+f, "lookawayfromdoor"); //This timer leads to the "look away" script to stop looking at the door and giving player control.
}
void lookawayfromdoor(string &in asTimer)
{
StopPlayerLookAt();
}
//_________________________________
Remember, in the timer, to put the amount of seconds you want to stay looking at the door. an example of this would be: 1 or 1.2f, understand? Perfect this is just what I was looking for! Thanks for the help~!
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12-05-2011, 12:31 AM |
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Statyk
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RE: How do I use particle system for this scare?
No Problem brah =] lol Glad to help
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12-05-2011, 12:33 AM |
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