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		| Cruzore   Senior Member
 
 Posts: 301
 Threads: 2
 Joined: Jun 2012
 Reputation: 
37
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			| RE: Activating a script area 
 
				Okay, I used this script, modified it a bit and tested it, and it works this way:void OnStart()
 {
 SetEntityCallbackFunc("tocarnellroomkey", "OnPickup");
 }
 void OnPickup(string &in asEntity, string &in type)
 {
 if(asEntity == "tocarnellroomkey")
 {
 AddEntityCollideCallback("Player", "pusharea", "Push", true, 1);
 }
 }
 
 void Push(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
 AddPlayerBodyForce(0, 0, -100000, false);
 }
 
 You need a really big amount at addplayerbodyforce, or it's barely visible. Also, playsoundatentity should be player, not some door, as a door can't make such terrified noises. Also, I changed the area to be collided with only once, since you would be pushed all the time if you went through it.
 
 Edit: I tried this several times with a other function name than OnPickup, and since it didn't work, i assume that the function must be named OnPickup. If someone can falsify this, I would be happy to know a different way.
 
				
(This post was last modified: 06-21-2012, 06:14 PM by Cruzore.)
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	| 06-21-2012, 06:05 PM |  |  
	
		| ApeCake   Member
 
 Posts: 116
 Threads: 20
 Joined: Jun 2012
 Reputation: 
4
 | 
			| RE: Activating a script area 
 
				 (06-21-2012, 06:05 PM)FastHunteR Wrote:  Okay, I used this script, modified it a bit and tested it, and it works this way:void OnStart()
 {
 SetEntityCallbackFunc("tocarnellroomkey", "OnPickup");
 }
 void OnPickup(string &in asEntity, string &in type)
 {
 if(asEntity == "tocarnellroomkey")
 {
 AddEntityCollideCallback("Player", "pusharea", "Push", true, 1);
 }
 }
 
 void Push(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
 AddPlayerBodyForce(0, 0, -100000, false);
 }
 
 You need a really big amount at addplayerbodyforce, or it's barely visible. Also, playsoundatentity should be player, not some door, as a door can't make such terrified noises. Also, I changed the area to be collided with only once, since you would be pushed all the time if you went through it.
 
 Edit: I tried this several times with a other function name than OnPickup, and since it didn't work, i assume that the function must be named OnPickup. If someone can falsify this, I would be happy to know a different way.
 My god sir, thank you so much. It finally worked. I kind of hesitated to use this because I already had a function called OnPickup, and it gave me an error saying you can't use the same twice, so I change the other one. It works! Thank you so much! 
 
And about the sound, I wasn't sure where to get the source coming from (If you know what I mean) so I put the source on a door that was nearby and called it "randomatticdoor". It worked flawless. I don't think the devs filtered ''humanoid''-sounds to be not from doors or other entities.
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	| 06-21-2012, 06:19 PM |  |  
	
		| Cruzore   Senior Member
 
 Posts: 301
 Threads: 2
 Joined: Jun 2012
 Reputation: 
37
 | 
			| RE: Activating a script area 
 
				No problem, I just ment that it's strange to hear terrified noises from a door, you can just use "Player" if you want it to happen to yourself.
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	| 06-21-2012, 06:21 PM |  |  |