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		| Quotentote   Member
 
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			| why wont this work :< 
 
				void OnStart(){
 AddEntityCollideCallback("Player", "area1", "func_slam", true, 1);
 }
 
 void func_slam(string &in asParent, string &in asChild, int alState)
 {
 SetPropHealth("door1", 0.0f);
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 }
 
i want that the player enters an area wich makes the door explode (not interacting with any entetie)
			 
				
(This post was last modified: 01-10-2012, 11:14 AM by Quotentote.)
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	| 01-10-2012, 10:05 AM |  |  
	
		| flamez3   Posting Freak
 
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			| RE: why wont this work :< 
 
				Is it giving you an error?
			 
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	| 01-10-2012, 10:16 AM |  |  
	
		| Quotentote   Member
 
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			| RE: why wont this work :< 
 
				no^^ i can hear the sound files but the door doesnt explode  (01-10-2012, 10:16 AM)flamez3 Wrote:  Is it giving you an error? |  |  
	| 01-10-2012, 10:22 AM |  |  
	
		| flamez3   Posting Freak
 
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			| RE: why wont this work :< 
 
				What door is this?
			 
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	| 01-10-2012, 10:27 AM |  |  
	
		| Quotentote   Member
 
 Posts: 118
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			| RE: why wont this work :< 
 
				a prison section (im on that part you already know^^)the grunt cant smash the door so i created an area that gets activated after the first script. i want the player to get chased after entering the second script area so that he has a little chance
 
 if its not 'smashable' could i do something like unlocking the door with that script?
 
 
				
(This post was last modified: 01-10-2012, 10:31 AM by Quotentote.)
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	| 01-10-2012, 10:30 AM |  |  
	
		| flamez3   Posting Freak
 
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			| RE: why wont this work :< 
 
				I'm not sure if that door can be broken. If the sounds are playing it means that the function is being called; but the door isn't been destroyed. Yeh; sounds like it can't be broken. :/ I guess you would just have to make the door open instead of it breaking apart.
			 
 
				
(This post was last modified: 01-10-2012, 10:32 AM by flamez3.)
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	| 01-10-2012, 10:32 AM |  |  
	
		| Quotentote   Member
 
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			| RE: why wont this work :< 
 
				    SetSwingDoorLocked("door1", false, true); 
?
 
 void func_slam(string &in asParent, string &in asChild, int alState){
 SetSwingDoorLocked("door1", false, true);
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 }
 
tried this but it didnt work T_T
			 
				
(This post was last modified: 01-10-2012, 10:40 AM by Quotentote.)
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	| 01-10-2012, 10:33 AM |  |  
	
		| flamez3   Posting Freak
 
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			| RE: why wont this work :< 
 
				 (01-10-2012, 10:33 AM)Quotentote Wrote:      SetSwingDoorLocked("door1", false, true); 
?
 
 
 void func_slam(string &in asParent, string &in asChild, int alState){
 SetSwingDoorLocked("door1", false, true);
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 }
 
tried this but it didnt work T_T
 That only unlocks the door, doesn't make it swing open.
 
AddPropImpulse("door1", float afX, float afY, float afZ, "world"); 
The floats are X, Y and Z. Look into the map and check what axis the door moves on to open. Then add like a 2 or 4 on that float, leave all the others to 0.
 
Or you could just 
 
SetEntityActive("door1", false); 
SetEntityActive("door2", true);
 
Click on the door1 and hit Ctrl + D and make door2 unactive, also make the OpenAmount to 1.
			 
 
				
(This post was last modified: 01-10-2012, 10:55 AM by flamez3.)
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	| 01-10-2012, 10:55 AM |  |  
	
		| Quotentote   Member
 
 Posts: 118
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 Joined: Dec 2011
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			| RE: why wont this work :< 
 
				okay thanks im going to use the active/inactive thing cause im not pretty goot in these propimpulse things...a few more tips and i have to write 'made by flamez3' o.o    |  |  
	| 01-10-2012, 11:07 AM |  |  
	
		| flamez3   Posting Freak
 
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			| RE: why wont this work :< 
 
				Hahaha ^^
			 
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	| 01-10-2012, 11:27 AM |  |  |