naseem142 
 
 
		
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[SOLVED] Restore sanity 
			 
			
				How can i restore the sanity of the player just like happens in amnesia when you finish a puzzle a blur comes on screen and sanity is restored. 
 
I want to add it when i click the 3 buttons. 
 
 
void func5() 
{ 
if(GetLocalVarInt("Var1") == 4) 
{ 
/////Here what happens when all the 3 buttons are clicked vvvvvvvvvvvvv 
SetSwingDoorLocked("doorman", false, false); 
PlaySoundAtEntity("", "unlock_door.snt", "doorman", 0.5f, false); 
 //*Inset restore sanity script here* 
} 
}
			 
			
			
			
				
(This post was last modified: 10-12-2012, 01:21 PM by naseem142.)
 
				
			 
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	| 10-12-2012, 07:27 AM  | 
	
		
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		FlawlessHappiness 
 
 
		
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RE: Restore sanity 
			 
			
			
			
 
Trying is the first step to success. 
			
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	| 10-12-2012, 08:01 AM  | 
	
		
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		Ongka 
 
 
		
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RE: Restore sanity 
			 
			
				I'm not sure if the blue screen-effect pops up if you use AddPlayerSanity, if not, you can use GiveSanityBoostSmall() instead.
			 
			
			
 
			
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	| 10-12-2012, 09:05 AM  | 
	
		
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		FlawlessHappiness 
 
 
		
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RE: Restore sanity 
			 
			
				I can tell you it DOES appear    But of course it only works if you have less than 100 sanity
			  
			
			
 
Trying is the first step to success. 
			
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	| 10-12-2012, 09:41 AM  | 
	
		
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		naseem142 
 
 
		
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RE: Restore sanity 
			 
			
				 (10-12-2012, 09:41 AM)beecake Wrote:  I can tell you it DOES appear   But of course it only works if you have less than 100 sanity It doesn't work , also the door didn't open either. 
 
if(GetLocalVarInt("Var1") == 4) 
 { 
/////Here what happens when all buttons are clicked vvvvvvvvvvvvv
  SetSwingDoorLocked("doorman", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "doorman", 0.5f, false);
 AddPlayerSanity(5); 
 } 
}
			  
			
			
			
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	| 10-12-2012, 10:23 AM  | 
	
		
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		FlawlessHappiness 
 
 
		
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RE: Restore sanity 
			 
			
				Did the sound play? Because if it didn't then there is something wrong with the script not with AddPlayerSanity(5); Show the whole script
			 
			
			
 
Trying is the first step to success. 
			
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	| 10-12-2012, 10:28 AM  | 
	
		
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		naseem142 
 
 
		
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RE: Restore sanity 
			 
			
				 (10-12-2012, 10:28 AM)beecake Wrote:  Did the sound play? Because if it didn't then there is something wrong with the script not with AddPlayerSanity(5); Show the whole script 
void OnStart() 
{ 
 AddUseItemCallback("", "Key_3", "Prison_11", "KeyOnDoor11", true);  
	SetLocalVarInt("Var1", 0); 
 SetEntityPlayerInteractCallback("button1", "func1", true); 
 SetEntityPlayerInteractCallback("button2", "func2", true); 
 SetEntityPlayerInteractCallback("button3", "func3", true); 
}
 
void KeyOnDoor11(string &in asItem, string &in asEntity) 
{ 
 SetSwingDoorLocked("Prison_11", false, true); 
 PlaySoundAtEntity("", "unlock_door.snt", "Prison_11", 0.0f, true); 
}
 
void func1(string &in asEntity) 
{ 
AddLocalVarInt("Var1", 1); 
func5(); 
}
  
void func2(string &in asEntity) 
{ 
AddLocalVarInt("Var1", 1); 
func5(); 
}
  
void func3(string &in asEntity) 
{ 
AddLocalVarInt("Var1", 1); 
func5(); 
}
  
void func4(string &in asEntity) 
{ 
AddLocalVarInt("Var1", 1); 
func5(); 
}
  
void func5() 
{ 
if(GetLocalVarInt("Var1") == 4) 
 { 
/////Here what happens when all buttons are clicked vvvvvvvvvvvvv 
 SetSwingDoorLocked("doorman", false, true); 
 PlaySoundAtEntity("", "unlock_door.snt", "doorman", 0.5f, false); 
	AddPlayerSanity(5); 
 } 
}
 
 
Help? :S
			  
			
			
			
				
(This post was last modified: 10-12-2012, 11:06 AM by naseem142.)
 
				
			 
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	| 10-12-2012, 10:29 AM  | 
	
		
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		The chaser 
 
 
		
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RE: [Not solved , yet] Restore sanity 
			 
			
				You have three buttons, and every one adds 1 to the local variable. So, you have three, and you need 4. I suggest you to put: 
 
void OnStart() 
 
{ 
 
AddUseItemCallback("", "Key_3", "Prison_11", "KeyOnDoor11", true);  
 
	SetLocalVarInt("Var1", 0); 
 
SetEntityPlayerInteractCallback("button1", "func1", true); 
 
SetEntityPlayerInteractCallback("button2", "func2", true); 
 
SetEntityPlayerInteractCallback("button3", "func3", true); 
 
} 
 
 
 
void KeyOnDoor11(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("Prison_11", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "Prison_11", 0.0f, true); 
 
} 
 
 
 
void func1(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func2(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func3(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func4(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func5() 
 
{ 
 
if(GetLocalVarInt("Var1") == 3) 
 
{ 
 
/////Here what happens when all buttons are clicked vvvvvvvvvvvvv 
 
SetSwingDoorLocked("doorman", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "doorman", 0.5f, false); 
 
	AddPlayerSanity(5); 
 
} 
 
}
			 
			
			
 
                              THE OTHERWORLD (WIP) 
 
Aculy iz dolan.  
			
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	| 10-12-2012, 12:57 PM  | 
	
		
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		naseem142 
 
 
		
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RE: [Not solved , yet] Restore sanity 
			 
			
				 (10-12-2012, 12:57 PM)The chaser Wrote:  You have three buttons, and every one adds 1 to the local variable. So, you have three, and you need 4. I suggest you to put: 
 
void OnStart() 
 
{ 
 
AddUseItemCallback("", "Key_3", "Prison_11", "KeyOnDoor11", true);  
 
	SetLocalVarInt("Var1", 0); 
 
SetEntityPlayerInteractCallback("button1", "func1", true); 
 
SetEntityPlayerInteractCallback("button2", "func2", true); 
 
SetEntityPlayerInteractCallback("button3", "func3", true); 
 
} 
 
 
 
void KeyOnDoor11(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("Prison_11", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "Prison_11", 0.0f, true); 
 
} 
 
 
 
void func1(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func2(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func3(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func4(string &in asEntity) 
 
{ 
 
AddLocalVarInt("Var1", 1); 
 
func5(); 
 
} 
 
 
 
void func5() 
 
{ 
 
if(GetLocalVarInt("Var1") == 3) 
 
{ 
 
/////Here what happens when all buttons are clicked vvvvvvvvvvvvv 
 
SetSwingDoorLocked("doorman", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "doorman", 0.5f, false); 
 
	AddPlayerSanity(5); 
 
} 
 
} Lol , i took the tutorial from the wiki and i decided to make it only 3 buttons and forgot to set the if var to 3  
*face palm* 
Thanks for helping   
			 
			
			
			
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	| 10-12-2012, 01:10 PM  | 
	
		
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		FlawlessHappiness 
 
 
		
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RE: [SOLVED] Restore sanity 
			 
			
				You still have a problem! The player is able to press the same button 3 times. Is that ok?
			 
			
			
 
Trying is the first step to success. 
			
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	| 10-12-2012, 02:01 PM  | 
	
		
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