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		| Lizard   Member
 
 Posts: 174
 Threads: 23
 Joined: Jul 2012
 Reputation: 
5
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			| RE: Freeze player? 
 
				Here you go
 void OnStart()
 {
 AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true);
 AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true);
 SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true);
 SetEntityCallbackFunc("key_3", "OnPickup");
 AddTimer("StopLook", 2, "LookAtDoor");
 AddEntityCollideCallback("Player","Music", "StartMusic", true, 1);
 AddEntityCollideCallback("Player", "KillTheLights", "KillTheLights", true, 1);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true);
 RemoveItem("key_1");
 }
 
 void KeyOnDoor_2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true);
 RemoveItem("key_2");
 }
 
 void KeyOnDoor_5(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_5", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true);
 RemoveItem("key_3");
 }
 
 void StartMusic(string &in asParent, string &in asChild, int alState)
 {
 PlayMusic("03_paper_daniel02.ogg", true, 0.8, 2, 0, true);
 
 }
 
 void OnPickup(string &in asEntity, string &in type)
 {
 SetSwingDoorClosed("mansion_3", true, true);
 AddPropImpulse("mansion_3", 0, 0, 10, "World");
 AddTimer("StopLook", 1, "LookAtDoor");
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true);
 StartPlayerLookAt("mansion_3", 10, 10, "");
 }
 
 
 
 
 void KillTheLights(string &in asParent, string &in asChild, int alState)
 {
 StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
 SetPlayerActive(false);
 AddTimer("lights_out", 6, "lightkiller");
 }
 
 void lightkiller(string &in asTimer)
 {
 SetLampLit("candle_floor_1", false, true);
 AddTimer("", 0.5, "Out2");
 }
 
 void Out2(string &in asTimer)
 {
 SetLampLit("candle_floor_2", false, true);
 AddTimer("", 0.5, "Out3");
 }
 
 void Out3(string &in asTimer)
 {
 SetLampLit("candle_floor_3", false, true);
 AddTimer("", 0.5, "Out4");
 }
 
 void Out4(string &in asTimer)
 {
 SetLampLit("candle_floor_4", false, true);
 AddTimer("", 0.5, "Out5");
 }
 
 void Out5(string &in asTimer)
 {
 SetLampLit("candle_floor_5", false, true);
 AddTimer("", 0.5, "Out6");
 }
 
 void Out6(string &in asTimer)
 {
 SetLampLit("candle_floor_6", false, true);
 AddTimer("", 0.5, "Out7");
 }
 
 void Out7(string &in asTimer)
 {
 SetLampLit("candle_floor_7", false, true);
 AddTimer("", 0.5, "Out8");
 }
 
 void Out8(string &in asTimer)
 {
 SetLampLit("candle_floor_8", false, true);
 AddTimer("", 0.5, "Out9");
 }
 
 void Out9(string &in asTimer)
 {
 SetLampLit("candle_floor_9", false, true);
 AddTimer("", 0.5, "Out10");
 }
 
 void Out10(string &in asTimer)
 {
 SetLampLit("candle_floor_10", false, true);
 AddTimer("", 0.5, "Out11");
 }
 
 void Out11(string &in asTimer)
 {
 SetLampLit("candle_floor_11", false, true);
 AddTimer("", 0.5, "Out12");
 }
 
 void Out12(string &in asTimer)
 {
 SetLampLit("candle_floor_12", false, true);
 AddTimer("", 0.5, "ActivatePlayer");
 }
 
 void ActivatePlayer(string &in asTimer)
 {
 StopPlayerLookAt();
 SetPlayerActive(true);
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 StopMusic(1,0);
 }
 
 void ActivateMonster(string &in item)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 3, "Idle");
 
 }
 void LookAtDoor(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 
 CURRENT PROJECT:A Fathers Secret == Just started
 
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	| 07-30-2012, 03:48 PM |  |  
	
		| Hartmann   Member
 
 Posts: 52
 Threads: 18
 Joined: Jun 2012
 Reputation: 
0
 | 
			| RE: Freeze player? 
 
				 (07-30-2012, 03:48 PM)ZereboO Wrote:  Here you go
 void OnStart()
 {
 AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true);
 AddUseItemCallback("", "key_2", "mansion_2", "KeyOnDoor_2", true);
 AddUseItemCallback("", "key_3", "mansion_5", "KeyOnDoor_5", true);
 SetEntityPlayerInteractCallback("key_3", "ActivateMonster", true);
 SetEntityCallbackFunc("key_3", "OnPickup");
 AddTimer("StopLook", 2, "LookAtDoor");
 AddEntityCollideCallback("Player","Music", "StartMusic", true, 1);
 AddEntityCollideCallback("Player", "KillTheLights", "KillTheLights", true, 1);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0.0f, true);
 RemoveItem("key_1");
 }
 
 void KeyOnDoor_2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0.0f, true);
 RemoveItem("key_2");
 }
 
 void KeyOnDoor_5(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_5", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_5", 0.0f, true);
 RemoveItem("key_3");
 }
 
 void StartMusic(string &in asParent, string &in asChild, int alState)
 {
 PlayMusic("03_paper_daniel02.ogg", true, 0.8, 2, 0, true);
 
 }
 
 void OnPickup(string &in asEntity, string &in type)
 {
 SetSwingDoorClosed("mansion_3", true, true);
 AddPropImpulse("mansion_3", 0, 0, 10, "World");
 AddTimer("StopLook", 1, "LookAtDoor");
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_5", 0.0f, true);
 StartPlayerLookAt("mansion_3", 10, 10, "");
 }
 
 
 
 
 void KillTheLights(string &in asParent, string &in asChild, int alState)
 {
 StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
 SetPlayerActive(false);
 AddTimer("lights_out", 6, "lightkiller");
 }
 
 void lightkiller(string &in asTimer)
 {
 SetLampLit("candle_floor_1", false, true);
 AddTimer("", 0.5, "Out2");
 }
 
 void Out2(string &in asTimer)
 {
 SetLampLit("candle_floor_2", false, true);
 AddTimer("", 0.5, "Out3");
 }
 
 void Out3(string &in asTimer)
 {
 SetLampLit("candle_floor_3", false, true);
 AddTimer("", 0.5, "Out4");
 }
 
 void Out4(string &in asTimer)
 {
 SetLampLit("candle_floor_4", false, true);
 AddTimer("", 0.5, "Out5");
 }
 
 void Out5(string &in asTimer)
 {
 SetLampLit("candle_floor_5", false, true);
 AddTimer("", 0.5, "Out6");
 }
 
 void Out6(string &in asTimer)
 {
 SetLampLit("candle_floor_6", false, true);
 AddTimer("", 0.5, "Out7");
 }
 
 void Out7(string &in asTimer)
 {
 SetLampLit("candle_floor_7", false, true);
 AddTimer("", 0.5, "Out8");
 }
 
 void Out8(string &in asTimer)
 {
 SetLampLit("candle_floor_8", false, true);
 AddTimer("", 0.5, "Out9");
 }
 
 void Out9(string &in asTimer)
 {
 SetLampLit("candle_floor_9", false, true);
 AddTimer("", 0.5, "Out10");
 }
 
 void Out10(string &in asTimer)
 {
 SetLampLit("candle_floor_10", false, true);
 AddTimer("", 0.5, "Out11");
 }
 
 void Out11(string &in asTimer)
 {
 SetLampLit("candle_floor_11", false, true);
 AddTimer("", 0.5, "Out12");
 }
 
 void Out12(string &in asTimer)
 {
 SetLampLit("candle_floor_12", false, true);
 AddTimer("", 0.5, "ActivatePlayer");
 }
 
 void ActivatePlayer(string &in asTimer)
 {
 StopPlayerLookAt();
 SetPlayerActive(true);
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 StopMusic(1,0);
 }
 
 void ActivateMonster(string &in item)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 3, "Idle");
 
 }
 void LookAtDoor(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 thank you very much
			 |  |  
	| 07-30-2012, 03:55 PM |  |  |