Script problem 
			 
			
				Alright so the part of this scrip that isn't working the shut door turn around part more exacly the  
Void Stoplook(string &in asTimer) part Anyways if anyone know here's the whole script. Note it's my first mod so sorry if this is a stupid question. 
 
 
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "FlyingJesus_2", "HolyJesus", true, 1); 
AddEntityCollideCallback("Jesus_2", "FlyingJesus_2", "Sound", true, 1); 
AddEntityCollideCallback("Player", "FlyingJesus_3", "HolyJesus2", true, 1); 
AddEntityCollideCallback("Jesus_3", "FlyingJesus_3", "Sound", true, 1); 
AddUseItemCallback("", "key_study_11", "leveldoor", "CrowbarKeyOnDoor", true); 
AddEntityCollideCallback("Player", "FlyingJesus_4", "HolyJesus3", true, 1); 
AddEntityCollideCallback("Jesus_4", "FlyingJesus_4", "Sound", true, 1); 
AddEntityCollideCallback("Player", "Cupcakes", "CupcakeEvent", true, 1); 
} 
 
 
void CupcakeEvent(string &in asParent, string &in asChild, int alState) 
{ 
SetSwingDoorClosed("TrollDoor", true, true); 
StartPlayerLookAt("TrollDoor", 10.0f, 10.0f, ""); 
AddTimer("", 1.0f, "Stoplook"); 
} 
 
Void Stoplook(string &in asTimer) 
{ 
StopPlayerLookAt(); 
} 
 
void HolyJesus(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Jesus_2", true); 
AddPropForce("Jesus_2", 0, 0, 30000, "World"); 
} 
 
void HolyJesus2(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Jesus_3", true); 
AddPropForce("Jesus_3", 30000, 0, 0, "World"); 
} 
 
void HolyJesus3(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Jesus_4", true); 
AddPropForce("Jesus_4", 0, 0, 30000, "World"); 
} 
 
void Sound(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("", "21_screams.snt", "FlyingJesus_2", 0, false); 
PlaySoundAtEntity("", "24_iron_maiden.snt", "FlyingJesus_3", 0, false); 
PlaySoundAtEntity("", "21_screams.snt", "FlyingJesus_4", 0, false); 
} 
 
void CrowbarKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("leveldoor", false, true); 
PlaySoundAtEntity("", "unlock_door.ogg", "leveldoor", 0, false); 
RemoveItem("key_study_11"); 
} 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{  
AddUseItemCallback("", "key_study_10", "Basementdoor", "KeyOnDoor", true); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("Basementdoor", false, true);  
PlaySoundAtEntity("", "unlock_door.ogg", "Basementdoor", 0, false); 
RemoveItem("key_study_10"); 
} 
 
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{ 
} 
			 
			
			
			
				
(This post was last modified: 01-18-2012, 06:57 PM by Your Computer.)
 
				
			 
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