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		| Cruzore   Senior Member
 
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			| RE: What is the script for making the player look a spefici place? 
 
				StartPlayerLookAt("mansion_5", 10, 10, "");Is under OnStart().
 OnStart means it plays once the map is entered for the first time, of course you instantly look there. If you want to look at the mansion_5 door once you picked up key3, cut out the above line(StartPlayerlLookAt etc) and place it inside the KeyonDoor_5 function.
 
				
(This post was last modified: 06-23-2012, 02:46 PM by Cruzore.)
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	| 06-23-2012, 02:46 PM |  |  
	
		| bored2tears   Member
 
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			| RE: What is the script for making the player look a spefici place? 
 
				I don't mean to ask a question on my problem in this thread, but it seems as if we have similar problems, so I didn't think it would be necessary to create a new thread for it. 
I want the character, when he walks into the script area "screamlook", he faces the door "mansion_1", a sound plays "help.snt", and he looks at it for a few seconds. 
 
Here is my .hpl log.
 void OnStart(){
 
 
 AddEntityCollideCallback("Player", "slam1", "slamshut", true, 1);
 
 AddUseItemCallback("", "Spare_Key", "LockedDoor1", "UsedKeyOnDoor", true);
 
 FadeOut(0);     // Instantly fades the screen out. (Good for starting the game)
 FadeIn(20);      // Amount of seconds the fade in takes
 FadeImageTrailTo(2, 2);
 FadeSepiaColorTo(100, 4);
 SetPlayerActive(false);
 FadePlayerRollTo(50, 220, 220);                 // "Tilts" the players head
 FadeRadialBlurTo(0.15, 2);
 SetPlayerCrouching(true);              // Simulates being on the ground
 AddTimer("trig1", 11.0f, "beginStory");            // Change '11.0f' to however long you
 
 want the 'unconciousness' to last
 
 
 
 ChangePlayerStateToNormal();
 SetPlayerActive(true);
 FadePlayerRollTo(0, 33, 33);        // Change all settings to defaults
 FadeRadialBlurTo(0.0, 1);
 FadeSepiaColorTo(0, 4);
 SetPlayerCrouching(false);
 FadeImageTrailTo(0,1);
 
 
 }
 
 void DoorLockedPlayer(string &in entity)
 {
 if(GetSwingDoorLocked("LockedDoor1") == true)
 {
 SetMessage("Messages", "lock1", 0);
 }
 }
 
 void screamlook(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "help.snt", "mansion_1", 0, false);
 SetPlayerActive(false);
 StartPlayerLookAt("mansion_1", 3.0f, 5.0f, "StopLook");
 AddTimer("timer01", 1.5f, "StopLook");
 }
 
 void StopLook(string &in asTimer)
 {
 StopPlayerLookAt();
 SetPlayerActive(true);
 }
 
 
 void slamshut(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("doorslam1", true, true);
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 
 PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 }
 
 void UsedKeyOnDoor(string &in item, string &in door)
 {
 SetSwingDoorLocked("LockedDoor1", false, true);
 PlaySoundAtEntity("", "unlock_door", "LockedDoor1", 0, false);
 RemoveItem("Spare_Key");
 }
Thanks in advance.
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	| 06-23-2012, 09:05 PM |  |  
	
		| Cruzore   Senior Member
 
 Posts: 301
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			| RE: What is the script for making the player look a spefici place? 
 
				 (06-23-2012, 09:05 PM)bored2tears Wrote:  I don't mean to ask a question on my problem in this thread, but it seems as if we have similar problems, so I didn't think it would be necessary to create a new thread for it.
 I want the character, when he walks into the script area "screamlook", he faces the door "mansion_1", a sound plays "help.snt", and he looks at it for a few seconds.
 
 Here is my .hpl log.
 
 void OnStart(){
 
 
 AddEntityCollideCallback("Player", "slam1", "slamshut", true, 1);
 
 AddUseItemCallback("", "Spare_Key", "LockedDoor1", "UsedKeyOnDoor", true);
 
 FadeOut(0);     // Instantly fades the screen out. (Good for starting the game)
 FadeIn(20);      // Amount of seconds the fade in takes
 FadeImageTrailTo(2, 2);
 FadeSepiaColorTo(100, 4);
 SetPlayerActive(false);
 FadePlayerRollTo(50, 220, 220);                 // "Tilts" the players head
 FadeRadialBlurTo(0.15, 2);
 SetPlayerCrouching(true);              // Simulates being on the ground
 AddTimer("trig1", 11.0f, "beginStory");            // Change '11.0f' to however long you
 
 want the 'unconciousness' to last
 
 
 
 ChangePlayerStateToNormal();
 SetPlayerActive(true);
 FadePlayerRollTo(0, 33, 33);        // Change all settings to defaults
 FadeRadialBlurTo(0.0, 1);
 FadeSepiaColorTo(0, 4);
 SetPlayerCrouching(false);
 FadeImageTrailTo(0,1);
 
 
 }
 
 void DoorLockedPlayer(string &in entity)
 {
 if(GetSwingDoorLocked("LockedDoor1") == true)
 {
 SetMessage("Messages", "lock1", 0);
 }
 }
 
 void screamlook(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "help.snt", "mansion_1", 0, false);
 SetPlayerActive(false);
 StartPlayerLookAt("mansion_1", 3.0f, 5.0f, "StopLook");
 AddTimer("timer01", 1.5f, "StopLook");
 }
 
 void StopLook(string &in asTimer)
 {
 StopPlayerLookAt();
 SetPlayerActive(true);
 }
 
 
 void slamshut(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("doorslam1", true, true);
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 
 PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 }
 
 void UsedKeyOnDoor(string &in item, string &in door)
 {
 SetSwingDoorLocked("LockedDoor1", false, true);
 PlaySoundAtEntity("", "unlock_door", "LockedDoor1", 0, false);
 RemoveItem("Spare_Key");
 }
Thanks in advance.
 ---------------------------------------------------------------------------------------------
 Under void screamlook(string &in asParent, string &in asChild, int alState)
 that's the wrong point. Add this to OnStart():
 AddEntityCollideCallback("screamlook", "Player", "ScreamlookFunc", true, 1);
 
 Then add this anywhere, but not inside any other function:
 
 void ScreamlookFunc(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "help.snt", "mansion_1", 0, false);
 SetPlayerActive(false);
 StartPlayerLookAt("mansion_1", 3.0f, 5.0f, "StopLook");
 }
 
 The rest is all right, it seems. To explain your mistake: You have to use a collide callback to check if the player ever collides with the area.
 
				
(This post was last modified: 06-23-2012, 09:14 PM by Cruzore.)
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	| 06-23-2012, 09:13 PM |  |  
	
		| bored2tears   Member
 
 Posts: 56
 Threads: 6
 Joined: Jun 2012
 Reputation: 
3
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			| RE: What is the script for making the player look a spefici place? 
 
				Thanks, I didn't know you had to add that. 
By the way, it should be AddEntityCollideCallback("Player", "screamlook", "ScreamlookFunc", true, 1); :3
 
EDIT: wait, it is not working. He turns and looks and the sound plays, but he won't stop staring at the door. :/
 
EDIT2: ah, didn't have timer set up for some reason.   
				
(This post was last modified: 06-23-2012, 09:48 PM by bored2tears.)
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	| 06-23-2012, 09:42 PM |  |  |