| RE: still having script problem and a simple question 
 
				hey now i change all MovePlayerHeadPos (0, 0, 0, 0, 0);but now he dosent look like he strugling to stand up he look like he already up.... i want it to do like in the begining of justine or amnesia dark descent this is what i tried to do well here a copy
 
 void OnStart()
 {
 AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
 AddUseItemCallback("", "key_1", "mansion_3", "FUNCTION", true);
 FadeOut(0);
 FadeIn(7);
 SetPlayerActive(false);
 SetPlayerCrouching(true);
 SetInventoryDisabled(true);
 MovePlayerHeadPos(-1, 0, 0, 0, -1);
 StartPlayerLookAt("ScriptArea_1", 10, 10, "");
 AddTimer("T1", 5.5, "TimerFunc");
 AddTimer("T2", 10, "TimerFunc");
 AddTimer("T3", 13.5, "TimerFunc");
 AddTimer("T4", 16, "TimerFunc");
 }
 void FUNCTION(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked(asEntity, false, true);
 PlaySoundAtEntity("", "unlock_door", asEntity, 0, false);
 RemoveItem(asItem);
 }
 void Explode(string &in asParent, string &in asChild, int alState)
 {
 SetPropHealth("pot_explode", 0);
 }
 void TimerFunc(string &in asTimer)
 {
 string x = asTimer;
 
 if (x == "T1")
 {
 FadeOut(4);
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 }
 
 else if (x == "T2")
 {
 FadeIn(3);
 }
 
 else if (x == "T3")
 {
 FadeOut(2);
 StopPlayerLookAt();
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 MovePlayerHeadPos(0, 0, 0, 0, 0);
 }
 
 else if (x == "T4")
 {
 FadeIn(2);
 SetPlayerActive(true);
 SetPlayerCrouching(false);
 SetInventoryDisabled(false);
 PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
 }
 }
 void OnEnter()
 {
 AddEntityCollideCallback("Player", "bang", "func_slam", true, 1);
 }
 void OnLeave()
 {
 }
 void func_slam(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("mansion_2", 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);
 }
 
 
				
(This post was last modified: 07-26-2012, 02:58 AM by zecuro.)
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