Shives
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How to script the guardian effect?
Hi
I want to script the guardian effect,this means
How to script it that an Object fades in. If I use Set Entity Active it looks awful.
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02-24-2012, 07:41 PM |
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Obliviator27
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RE: How to script the guardian effect?
SetPropActiveAndFade is probably what you're looking for.
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02-24-2012, 07:54 PM |
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SilentStriker
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RE: How to script the guardian effect?
and do some particles and it should look nice
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02-24-2012, 10:43 PM |
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Shives
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RE: How to script the guardian effect?
The result
main(27,3):ERR :No matching signatures to 'SetPropActiveAndFade(string@&, const bool)'
My Script
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1);
}
void Slime(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false);
AddTimer("", 4, "Wispher");
}
void Wispher(string &in asTimer)
{
PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false);
AddTimer("", 7, "Help");
}
void Help(string &in asTimer)
{
PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false);
}
void S(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("S_1", true);
SetPropActiveAndFade("S_2", true);
SetPropActiveAndFade("S_3", true);
SetPropActiveAndFade("S_4", true);
SetPropActiveAndFade("S_4", true);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
void Scare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("P_1", true);
SetPropActiveAndFade("P_2", true);
SetPropActiveAndFade("P_3", true);
SetPropActiveAndFade("P_4", true);
SetPropActiveAndFade("P_5", true);
SetPropActiveAndFade("P_6", true);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
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02-25-2012, 09:52 AM |
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SilentStriker
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RE: How to script the guardian effect?
(02-25-2012, 09:52 AM)Shives Wrote: The result
main(27,3):ERR :No matching signatures to 'SetPropActiveAndFade(string@&, const bool)'
My Script
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1);
}
void Slime(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false);
AddTimer("", 4, "Wispher");
}
void Wispher(string &in asTimer)
{
PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false);
AddTimer("", 7, "Help");
}
void Help(string &in asTimer)
{
PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false);
}
void S(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("S_1", true);
SetPropActiveAndFade("S_2", true);
SetPropActiveAndFade("S_3", true);
SetPropActiveAndFade("S_4", true);
SetPropActiveAndFade("S_4", true);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
void Scare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("P_1", true);
SetPropActiveAndFade("P_2", true);
SetPropActiveAndFade("P_3", true);
SetPropActiveAndFade("P_4", true);
SetPropActiveAndFade("P_5", true);
SetPropActiveAndFade("P_6", true);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
} You forgot the last part of the SetPropActiveAndFade
SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);
asName - internal name
abActive - nothing to add
afFadeTime - time in seconds until prop fully fades
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02-25-2012, 11:55 AM |
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Shives
Member
Posts: 154
Threads: 41
Joined: Jan 2012
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RE: How to script the guardian effect?
New Problem
main(27,22):ERR : 'S_1' is not declared
The same with the other Objects i want to fade -.-
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1);
}
void Slime(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false);
AddTimer("", 4, "Wispher");
}
void Wispher(string &in asTimer)
{
PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false);
AddTimer("", 7, "Help");
}
void Help(string &in asTimer)
{
PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false);
}
void S(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade(S_1, true, 0,9);
SetPropActiveAndFade(S_2, true, 0,9);
SetPropActiveAndFade(S_3, true, 0,9);
SetPropActiveAndFade(S_4, true, 0,9);
SetPropActiveAndFade(S_5, true, 0,9);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
void Scare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade(P_1, true, 0,9);
SetPropActiveAndFade(P_2, true, 0,9);
SetPropActiveAndFade(P_3, true, 0,9);
SetPropActiveAndFade(P_4, true, 0,9);
SetPropActiveAndFade(P_5, true, 0,9);
SetPropActiveAndFade(P_6, true, 0,9);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
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02-25-2012, 12:22 PM |
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SilentStriker
Posting Freak
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RE: How to script the guardian effect?
S_1 is not declared because all the S_ and p_ should be inside "" for example "S_1"
because they are Strings
(This post was last modified: 02-25-2012, 12:35 PM by SilentStriker.)
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02-25-2012, 12:34 PM |
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Shives
Member
Posts: 154
Threads: 41
Joined: Jan 2012
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1
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RE: How to script the guardian effect?
The result
main(27,3):ERR :No matching signatures to 'SetPropActiveAndFade(string@&, const bool, const uint, const uint'
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02-25-2012, 12:42 PM |
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SilentStriker
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RE: How to script the guardian effect?
SetPropActiveAndFade("S_5", true, 0.9f);
is how it should look like
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02-25-2012, 12:51 PM |
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Shives
Member
Posts: 154
Threads: 41
Joined: Jan 2012
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1
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RE: How to script the guardian effect?
main (27,38) : ERR : Expected ')'or','
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Slime", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "Roar", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "S", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "Scare", true, 1);
}
void Slime(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_loon.snt", "Player", 0, false);
AddTimer("", 4, "Wispher");
}
void Wispher(string &in asTimer)
{
PlaySoundAtEntity("", "insanity_imageflash01.snt", "Player", 0, false);
AddTimer("", 7, "Help");
}
void Help(string &in asTimer)
{
PlaySoundAtEntity("", "guardian_distant1.snt", "Player", 0, false);
}
void S(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("S_1", true, 0,9f);
SetPropActiveAndFade("S_2", true, 0,9f);
SetPropActiveAndFade("S_3", true, 0,9f);
SetPropActiveAndFade("S_4", true, 0,9f);
SetPropActiveAndFade("S_5", true, 0,9f);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
void Scare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
SetPropActiveAndFade("P_1", true, 0,9f);
SetPropActiveAndFade("P_2", true, 0,9f);
SetPropActiveAndFade("P_3", true, 0,9f);
SetPropActiveAndFade("P_4", true, 0,9f);
SetPropActiveAndFade("P_5", true, 0,9f);
SetPropActiveAndFade("P_6", true, 0,9f);
StartScreenShake(0.9f, 1, 0.9f, 1.0f);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
(This post was last modified: 02-25-2012, 01:08 PM by Shives.)
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02-25-2012, 01:07 PM |
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