Froggit
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Scripting simple button
(I'm asking for a lot)
If I push a "simple button" called "simplebutton1" I want to have a secret movable bookself to move called "smb1" and have a sript area spawn for a teleporting naked guy to fly at you from the script area that just spawned called "ScriptArea_4". The teleporting naked guy is called "tng1" I know the basics of scripting but i'm really bad at scripting events, hints, prop force, ect.
~Thank you for any help
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03-04-2012, 06:36 AM |
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Strembitsky
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RE: Scripting simple button
Use the wiki. It's your greatest friend, and you should have it open at all times while scripting.
The Nightmares v1.0 - Dreadful Fires WIP
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03-04-2012, 06:57 AM |
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Froggit
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RE: Scripting simple button
(03-04-2012, 06:57 AM)Strembitsky Wrote: Use the wiki. It's your greatest friend, and you should have it open at all times while scripting. At the end of my post what i ment to say is that I have the scripts from Engine Scripts website BUT I dont know where to put them in my script in order to work:/
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03-04-2012, 07:06 AM |
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flamez3
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RE: Scripting simple button
void OnStart()
{
//callback goes here
}
//function here
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03-04-2012, 07:17 AM |
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Strembitsky
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RE: Scripting simple button
That means you don't know how to script. Look up Elven's youtube video tutorials. At first, I was frustrated with the community not being able to give me a simple answer, but trust me, it's better if you learn than just asking everybody everything.
EDIT: Or, you could do the above. >.>
The Nightmares v1.0 - Dreadful Fires WIP
(This post was last modified: 03-04-2012, 07:18 AM by Strembitsky.)
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03-04-2012, 07:17 AM |
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flamez3
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RE: Scripting simple button
For a simple task like telling them where things go there isn't any point to make him go through a video.
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03-04-2012, 09:12 AM |
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Strembitsky
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RE: Scripting simple button
Fair point, but if it's something as basic as that, it means they have no idea how to script. I thought I would send them in the right direction
The Nightmares v1.0 - Dreadful Fires WIP
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03-04-2012, 03:53 PM |
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Froggit
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RE: Scripting simple button
(03-04-2012, 03:53 PM)Strembitsky Wrote: Fair point, but if it's something as basic as that, it means they have no idea how to script. I thought I would send them in the right direction void OnStart()
{
AddEntityCollideCallback("Player" , "ScriptArea_4" , "HallwayScare" , true , 1);
}
void HallwayScare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "27_jam.snt", "Player", 0.5f, false);
SetEntityActive("corpse_male_1", true);
AddPropImpulse("corpse_male_1", 0, 0, 250, "world");
AddTimer("look03", 2.0f, "Timer_1");
PlaySoundAtEntity("", "24_iron_maiden.snt", "Player", 0.5f, false);
}
void Timer_1(string &in asParent, string &in asChild, int alState)
{
}
How do I know when to put the extra timer at the end when there is no callback
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03-04-2012, 04:57 PM |
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flamez3
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RE: Scripting simple button
(03-04-2012, 04:57 PM)Froggit Wrote: (03-04-2012, 03:53 PM)Strembitsky Wrote: Fair point, but if it's something as basic as that, it means they have no idea how to script. I thought I would send them in the right direction void OnStart()
{
AddEntityCollideCallback("Player" , "ScriptArea_4" , "HallwayScare" , true , 1);
}
void HallwayScare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "27_jam.snt", "Player", 0.5f, false);
SetEntityActive("corpse_male_1", true);
AddPropImpulse("corpse_male_1", 0, 0, 250, "world");
AddTimer("look03", 2.0f, "Timer_1");
PlaySoundAtEntity("", "24_iron_maiden.snt", "Player", 0.5f, false);
}
void Timer_1(string &in asParent, string &in asChild, int alState)
{
}
How do I know when to put the extra timer at the end when there is no callback The AddTimer("look03", 2.0f, "Timer_1"); does that.
Also you have the wrong syntax. Change
(string &in asParent, string &in asChild, int alState) to
(string &in asTimer)
(This post was last modified: 03-05-2012, 04:19 AM by flamez3.)
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03-05-2012, 04:18 AM |
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Froggit
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RE: Scripting simple button
(03-05-2012, 04:18 AM)flamez3 Wrote: (03-04-2012, 04:57 PM)Froggit Wrote: (03-04-2012, 03:53 PM)Strembitsky Wrote: Fair point, but if it's something as basic as that, it means they have no idea how to script. I thought I would send them in the right direction void OnStart()
{
AddEntityCollideCallback("Player" , "ScriptArea_4" , "HallwayScare" , true , 1);
}
void HallwayScare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "27_jam.snt", "Player", 0.5f, false);
SetEntityActive("corpse_male_1", true);
AddPropImpulse("corpse_male_1", 0, 0, 250, "world");
AddTimer("look03", 2.0f, "Timer_1");
PlaySoundAtEntity("", "24_iron_maiden.snt", "Player", 0.5f, false);
}
void Timer_1(string &in asParent, string &in asChild, int alState)
{
}
How do I know when to put the extra timer at the end when there is no callback The AddTimer("look03", 2.0f, "Timer_1"); does that.
Also you have the wrong syntax. Change
(string &in asParent, string &in asChild, int alState) to
(string &in asTimer) Damn your good lol. I put the wrong syntax there o npurpouse cause I couldnt find the corrct onexD
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03-05-2012, 04:44 AM |
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